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# Mobile SOSCC v1.3 Changelog

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Hey All,

The update has been submitted to Apple!

Here is the changelog of all the changes.  It turned out to be a pretty big update.

Next update will focus on integrating GameCenter, Leaderboards for Endless Runs, Cloud backup, and Achievements!!

Game is Completely and Fully MFI Compatible!

• Play the entire game without ever having to touch the screen with an MFI controller connected.
• Now when you connect an MFI controller the onscreen buttons no longer show
• No more blocking the view with your thumbs and buttons
• if you disconnect the controller while playing the buttons will re-appear
• Precise controls
• Can now control Title Screen, Store (Pharmacy), Option Menu’s, and Pause/Inventory Screen with the controller!
• All interactive objects like diary pages, signs, and medical supplies are controller compatible!
• Updated the Controller+ How To screen with updated description for the new controls

• it will now award 100 coins (from 50) every purchase
• you can now unlock Endless mode using 100 coins
• Permanent unlock
• you can still unlock endless mode by completing the game, but now for those who wish to unlock it with coins can do so.
• REQUESTED CHANGE: Made some balance/difficulty changes
• Now the game starts off easy and progressively gets harder
• Each Germ type will slowly be introduced so you can learn their attack behavior
• HP of each Germ is lowered in their easy variant
• The chance for coins to drop has increased greatly in the easy rooms!!
• this way you can quickly earn some coins to get some upgrades that will make the harder parts of the game easier
• Hearts and half hearts have a greater chance of dropping during the easy rooms
• remember if you don’t need the heart come back for it later!!

Regarding difficultly modes, you can also look into just making an Easy, Normal, and Hard setting.

19 minutes ago, Rutin said:

Regarding difficultly modes, you can also look into just making an Easy, Normal, and Hard setting.

I have flirted with that idea but not sure if I want to implement it like that yet....

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• ### Similar Content

• Hello! I'm new to the scene of video game developing and was wondering if anyone here has any experience developing 2D fighters and are up for making a little test demo to see if the idea would catch on to the public? I have no way of paying but I want to put the demo onto Kickstarter and I will pay a good amount if I get a good amount. Please, if you want to contact me for more info, add me on my Discord or Twitter. Thank you, and see you later!
Discord: EnderStaffExe#3193)

• PROGRESS
Thought I'd reach out for some feedback on my little project. This is an android two-player game for top-down boxing matches. The core mechanics are all that I have accomplished thus far, later I want to add different configurations for your boxer (special effects, increased health or damage, etc) and maybe even a single player AI to practice against.

SCREENSHOTS
#1

*****************************************************************

#2

FEEDBACK
Right now the gameplay feedback I'm looking for is on the fundamental mechanics of the game.

One area of particular concern is the window of opportunity for a player to block after their opponent has begun a punch. Currently that window is one-tenth of a second, otherwise you will be to late to counter their blow. I want it to be difficult to successfully pull off a block and have it be something that requires real attention to accomplish. I'm wondering though if it isn't too difficult right now, which may encourage mindless button mashing, which is certainly not what I want to condone.

Another consideration is whether having three main actions (block, attack, charge) provides a good balance. My idea with having three main areas is that your two thumbs will have to leave one section uncovered at all times. This should result in hand movements that telegraph actions to the opponent.

Aside from these, any other constructive criticism is very welcome.

My game can be found at the Google Play Store here:

NOTE There is a known graphics error when performing a special punch. There are no doubt other unknown errors as well.

Thank you for your time, I hope you'll be able to find some fun in this little game!

• A new entry in the devlog for 13 Ronin, a retro 2d samurai fighting game, this time it's about implementing the logic for the computer player.
Happy coding!

• Random Number God has been updated to v1.1.0.
This is an incremental (although not idle) game about defeating randomized robots by rolling dice and playing cards that alter those dice and their effects.
Other than performance fixes, the game has been rebalanced from the ground up. Now it should progress in a more fluid fashion. An option to reset the game with a significant boost to your power has been added, allowing you to advance further than you could before.
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• Hey,
So I have got this asteroid type game and today I encountered a new issue while testing this game.
What happened was that two asteroids were close to each other and I shot a bullet at them. The asteroids were so close to each other that a single bullet could collide to both of them.
It collided and my game crashed there itself. I figured out it happened because two asteroids and one bullet collided in the same frame.
This is the code -
void Collision::DoCollisions(Game *game) const
{
for (ColliderList::const_iterator colliderAIt = colliders_.begin(), end = colliders_.end();
colliderAIt != end;
++colliderAIt)
{
ColliderList::const_iterator colliderBIt = colliderAIt;
for (++colliderBIt; colliderBIt != end; ++colliderBIt)
{
Collider *colliderA = *colliderAIt;
Collider *colliderB = *colliderBIt;
if (CollisionTest(colliderA, colliderB))
{
game->DoCollision(colliderA->entity, colliderB->entity);
}
}
}
}


void Game::DoCollision(GameEntity *a, GameEntity *b)
{
Ship *player = static_cast<Ship *>(a == player_ ? a : (b == player_ ? b : 0));
Bullet *bullet = static_cast<Bullet *>(IsBullet(a) ? a : (IsBullet(b) ? b : 0));
Asteroid *asteroid = static_cast<Asteroid *>(IsAsteroid(a) ? a : (IsAsteroid(b) ? b : 0));
Bullet *bulletMode = static_cast<Bullet *>(IsBulletMode(a) ? a : (IsBulletMode(b) ? b : 0));
if (player && asteroid)
{
player->playerCollided = true;
//AsteroidHit(asteroid);
//DeletePlayer();
}
if (bullet && asteroid)
{
collidedBullets.push_back(bullet);
collidedAsteroid.push_back(asteroid);
//AsteroidHit(asteroid);
//DeleteBullet();
}
if(bulletMode && asteroid)
{
collidedBulletMode.push_back(bulletMode);
collidedAsteroid.push_back(asteroid);
}
}


void Game::CollisionResponse()
{
if(player_->playerCollided == true)
{
DeletePlayer();
}
else
{
if(!collidedAsteroid.empty())
{
for(AsteroidList::const_iterator collidedAsteroidIt = collidedAsteroid.begin(), end = collidedAsteroid.end(); collidedAsteroidIt != end ; ++collidedAsteroidIt )
{
AsteroidHit(*collidedAsteroidIt);
}
collidedAsteroid.clear();
}

if(!collidedBullets.empty())
{
for (BulletList::const_iterator bulletIt = collidedBullets.begin(), end = collidedBullets.end() ; bulletIt!=end; ++bulletIt)
{
DeleteBullet(*bulletIt);
}

collidedBullets.clear();
}
if(!collidedBulletMode.empty())
{
for (BulletList::const_iterator bulletIt = collidedBulletMode.begin(), end = collidedBulletMode.end() ; bulletIt!=end; ++bulletIt)
{
DeleteBulletMode(*bulletIt);
}
collidedBulletMode.clear();
}
}
}

in my game->docollision() -
whenever an asteroid and a bullet used to collide, the collided objects get collected in collidedasteroids and collidedbullets respectively. When two asteroids collided with the same bullet, the two asteroids got collected safely in collidedAsteroid but the single bullet got collected in collidedBullets twice, so when the deletion was happening, the second time iteration of the bullet couldn't find the respective bullet and it got crashed.

How am I supposed to approach this problem now?

Thanks
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