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Found 415 results

  1. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! With a lovely retro art-style, "survive-as-long-as-you-can" single-room infinite runner INFINIROOM has some of the most unique yet simple gameplay I've seen in months. Although you can play with the main character forever, monetization happens through a single $3 IAP without which you are limited in the amount of times you can play with the other characters unless you watch an ad, or survive for more than 30 seconds - both of which gives you extra "tickets" to play with any character. My thoughts on INFINIROOM: Google Play: https://play.google.com/store/apps/details?id=com.lonebot.infiniroom&hl=en iOS: https://itunes.apple.com/us/app/infiniroom/id1222895316?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  2. Hello 2D Artists, I've started making a 2D Puzzle Adventure game for mobile and I'm looking for someone who would want in on creating assets for the game. The core of the programming is pretty much complete, you can walk within the grid laid out and push boxes, when there is an object on top of a pressure pad it will activate the linked objects or if there is one object with multiple linked pressure pads it requires you to activate all points for the object to become active. The level iteration for the game is quick and simple, a Photoshop file that is made of individual pixels that represents objects is put into the game and it creates the level out of those pixels with the assigned objects. The objects that need sprites created so far is the character, box, pressure pad, door, trap door, the walls, the stairs and the tiled background. I intend to add more objects so the amount I'd like to add will be extended. My motivations for posting here is to have something that looks nice to be able to display on my portfolio, so if you're looking for a working game that you can place your art into and improve the look of your portfolio then we're in business. Please reply with a few past examples of your art below and I'll be in touch!
  3. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! I was planning on giving Goons.io a glowing recommendation, until I found out that the game is actually an offline experience, concealed as an online .io game. I felt a bit deceived when I found out, but to be fair, the developer never actually claimed the game to be online, and the game is surprisingly fun to play! The monetization ruins a bit of the experience, though, as the obtrusive ads are frequent unless played offline. My thoughts on Goons.io: Google Play: https://play.google.com/store/apps/details?id=com.clowngames.goonsio&hl=en iOS: https://itunes.apple.com/us/app/goons-io-knight-warriors/id1259287889?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  4. My first mobile game made with unity iphone: https://itunes.apple.com/us/app/aa-countdown/id1314223584?ls=1&mt=8 android: https://play.google.com/store/apps/details?id=com.mr.AACountDownI appreciate every suggestion
  5. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! A chaotic dragon-swiping "slingshot" platformer with 50 levels, an endless mode, and lots of awesome weapons to unlock. The game provides some great fun for a few days, and is monetized very lightly through occasional video ads, which can be removed through a single $2 IAP. My thoughts on Drag'n'Boom: Google Play: https://play.google.com/store/apps/details?id=com.ankama.dragnboom&hl=en iOS: https://itunes.apple.com/us/app/dragnboom/id1249845602?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  6. count.png

    From the album GamesInABox 3D

    https://play.google.com/store/apps/details?id=simple.gplay.GamesInABox
  7. select_en.png

    From the album GamesInABox 3D

    https://play.google.com/store/apps/details?id=simple.gplay.GamesInABox
  8. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! As a story-driven zombie FPS played as a mix between a 3D shooter and a level-based "runner" where you run forward automatically, moving from side to side and blasting enemies, Into the Dead 2 does really well! The energy system through which the game monetizes is frustrating to say the least, but the daily missions game-mode makes up for this by allowing you to play as much as you want in an "endless" game-mode. My thoughts on Into the Dead 2: Google Play: https://play.google.com/store/apps/details?id=com.pikpok.dr2.play&hl=en iOS: https://itunes.apple.com/us/app/into-the-dead-2/id1151220243?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  9. Football Dash now on iOS! Over 1 million downloads on Android iOS: https://itunes.apple.com/us/app/football-dash-endless-runner/id1312590451?ls=1&mt=8 Android: https://play.google.com/store/apps/details?id=com.beastattack.c1434846484727
  10. I am a player for WCRA, the company kixeye who have developed it has upset it's player base. We are looking to take all our money for microtransactions in this game and put it into a kick starter fund or other like it to build a mobile war game rts that is built around the community ideas. If anyone is interested I will invite you to our line chat group that represents approximately 40000 players in War Commander Rogue Assault to discuss thus with the community leaders
  11. First game crash report

    Originally posted on Medium The Totem Spirits game is in the market for a few weeks already and this day came inevitably — I received the first crash report. To be honest, there were 5 of them, but all from one device, so the error is the same. I was truly surprised by this! My game was tested by several people and already downloaded by 50+ more. There were no errors till November 7th when someone with Samsung Galaxy Trend Plus (768MB RAM, Android 4.2) got the game. If by any chance you are reading this article, please, know that I’m deeply sorry that you can’t play! Then, I checked the error (aka stack trace) and became even more surprised because this error… told me nothing. Of course I can find the exact place in the code where this problem occurred but there is literally nothing wrong with it! (It works for 50+ other devices, remember?). Moreover, it is not reproducible on any of my devices — I even ran the game without any issues on an old Acer Liquid MT (which BTW was released 7 years ago). Looks like a dead-end one might say, but I didn’t give up. There are several ways to ask for help in the developer’s world. In this case I decided to create a topic on libGDX (game engine) forum and ask them directly because the issue seems to be in the core library itself. In addition to this I also asked a question on StackOverflow (so unpredictable). Now it’s time to give a little insight into the error. The crash report in Google Play Console looks like this: Even if you are not familiar with libGDX, you may find some keywords like: xml, parser, fileHandle, rootElement from which you can guess that the error lies somewhere in xml file parsing. And this is totally correct! The application on this device failed to parse locally stored file needed for the game to behave properly. What was even stranger — look at the stack trace once again. Have you noticed that there are no custom messages in exceptions? But the developers of the game engine are quite smart guys so the messages are actually exist in the source code. Looks like magic to me… Although, there were some problems with the engine itself too, I fixed’em already with this PR . As sad as it sounds, so far there is no resolution, but I’m not going to give up on this. When you develop for hundreds different Android devices occasional errors are inevitable. It is just impossible to test a product on each and every smartphone out there. But I believe every problem should be fixed anyhow. After all, if there is no other way some devices may be marked as “Excluded” in Google Developer Console. No support — no problems, right? :)
  12. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Aiming and shooting your way through singleplayer, same-device multiplayer, and soon even online multiplayer game-modes using a ton of different characters with unique weapons is a lot of fun. The ragdoll effects are hilarious, art-style is Happy Tree Friends-like, and the gameplay reminds me of old PC games like Pocket Tanks. Monetization happens through TOO MANY ads, but at least they can be removed through a single $2 IAP. My thoughts on Bowmasters: Google Play: https://play.google.com/store/apps/details?id=com.miniclip.bowmasters&hl=en iOS: https://itunes.apple.com/us/app/bowmasters-multiplayer-game/id1118431695?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  13. Hey guys, As the title says, I'm trying to control a desktop game by using my mobile phone as a controller. I created two scenes, one that acts as a server, other as a client. Server has this code: void Start () { Test = "Nothing yet happened"; NetworkServer.Listen(25000); NetworkServer.RegisterHandler(888, ServerReceiveMessage); } private void ServerReceiveMessage(NetworkMessage message) { StringMessage msg = new StringMessage(); msg.value = message.ReadMessage<StringMessage>().value; if (!String.IsNullOrEmpty(msg.value)) { Test = "Message received"; string[] deltas = msg.value.Split('|'); Horizontal = Convert.ToSingle(deltas[0]); Vertical = Convert.ToSingle(deltas[1]); TestScript.MoveForward(Vertical); TestScript.RotateAroundY(Horizontal); } else { Test = "Nothing received"; } } And client this: private void Connect() { client.Connect(IPAddress, 25000); } void Start () { client = new NetworkClient(); Connect(); } void Update () { #if UNITY_ANDROID MobileTouches = Input.touches; if (MobileTouches.Length > 0) { for (int i = 0; i < MobileTouches.Length; i++) { if (MobileTouches[i].phase == TouchPhase.Moved) { Horizontal = MobileTouches[i].deltaPosition.x; Vertical = MobileTouches[i].deltaPosition.y; }else if(MobileTouches[i].phase == TouchPhase.Stationary) { Connect(); } } } #elif UNITY_EDITOR Horizontal = Input.GetAxis("Horizontal"); Vertical = Input.GetAxis("Vertical"); #endif thumb.Translate(Vector3.up * Vertical * Time.deltaTime); thumb.Translate(Vector3.right * Horizontal * Time.deltaTime); SendControllerInfo(); } static public void SendControllerInfo() { if (client.isConnected) { StringMessage msg = new StringMessage(); msg.value = Horizontal + "|" + Vertical; client.Send(888, msg); } } Ip address is hard coded, I just replaced it with the "IpAddress" variable. The code itself builds fine, and when I try to run in on a desktop computer, it works as expected (just a simple movement of an object on the server screen). However when I try to publish the client scene to a mobile device (Android), it doesn't connect to the server. They are both connected to the same network. Can anyone tell me what the problem might be? Thanks
  14. Welcome to Day 38! Today, we’re going to talk about the limitations of mobile VR and make some changes in our game to fix things. We’ve already started to fix some things, specifically adding event triggers to our enemies, but there’s still many more things to solve! Here’s a quick list of things I want to tackle from what we encountered 2 days ago: From a technical limitation: We can’t move We only have one input which is clicking Some actual technical problems: The enemies are all black color We don’t have any of our UI’s anymore We’re going to address these problems over the next couple of days. Today, we’re going to focus on the technical limitations of Mobile VR, today’s priorities are: Discussing how to change our game design to accommodate our new limitations Implementing our new designs Edit, Important Note: After playing around with the Cardboard in Unity today and looking at this article about Google Cardboard’s inputs. It seems that we don’t have to use Google VR SDK. Unity already has most of the internal integration necessary to make a VR app Everything we had already works, the reason why there I initially thought there was a problem is, because of how we did raycasting. Specifically, our raycasting code targeted where our mouse/finger was touching, not the middle of the screen! More on this later. Step 1: Changing the Game to Fit our Mobile Limitations Like mentioned before, in the Google Cardboard, we have 3 limitations: We can’t move our characters position We only have tapping as an input to interact with the game Our cursor will always be in the middle of the screen Even for the Daydream Viewer, we will have the first 2 limitations. However, with the new Daydream Standalone device coming out, we’ll have World Space, finally allowing us to track the player’s movements without requiring external devices like what the Vive does! Anyways, back on topic. Considering these 3 limitations, here are my thoughts of what needs to be changed in our game: Because we can’t move, we should place our character in a more centered location for the enemies to reach us Because we can no longer run away, we should make the enemies weaker so that we don’t get swarmed Because we only have one input, we can shoot, but we can’t reload, we should get rid of the reload system Essentially, we’re going to create a shooter with our player in the center with enemies coming from all around us. Step 2: Implementing Our New Designs Now that we have everything we want to do planned, let’s get started in the actual implementation! Step 2.1: Placing the Character in the Middle Let’s place the character in the middle of where our spawn points are set. After playing around with it, I think the best spot would be at Position: (100, 1, 95) Select Player in our hierarchy. In the Transform component, set our Position to be X: 100, Y: 1, Z: 95 Step 2.2: Making the Enemies Weaker Next up, let’s make the enemies weaker. In the Enemy Health script component attached to our Knight, Bandit, and Zombie prefab, let’s change their health value. In order of our health, the order of size from largest to smallest is: Zombie > Knight > Bandit. Let’s set the health to be: Zombie: 4 HP Knight: 2 HP Bandit: 1 HP Here’s how we change our health: In Assets > Prefabs select our prefabs, in this case, let’s choose Zombie. In the Inspector, select the Enemy Health (Script) component and change Health to be 4 Do the same change with the other 2 prefabs. Step 2.3: Remove our ammo system Now it’s time to back to our Player Shooting Controller (Script) Component that we disabled yesterday. I want to keep the animation and sound effects that we had when shooting our gun, however, I’m going to get rid of the ammo and the need to reload. Here are my changes: using UnityEngine; using System.Collections; public class PlayerShootingController : MonoBehaviour { public float Range = 100; public float ShootingDelay = 0.1f; public AudioClip ShotSfxClips; public Transform GunEndPoint; //public float MaxAmmo = 10f; private Camera _camera; private ParticleSystem _particle; private LayerMask _shootableMask; private float _timer; private AudioSource _audioSource; private Animator _animator; private bool _isShooting; //private bool _isReloading; //private LineRenderer _lineRenderer; //private float _currentAmmo; //private ScreenManager _screenManager; void Start () { _camera = Camera.main; _particle = GetComponentInChildren<ParticleSystem>(); Cursor.lockState = CursorLockMode.Locked; _shootableMask = LayerMask.GetMask("Shootable"); _timer = 0; SetupSound(); _animator = GetComponent<Animator>(); _isShooting = false; //_isReloading = false; //_lineRenderer = GetComponent<LineRenderer>(); //_currentAmmo = MaxAmmo + 10; //_screenManager = GameObject.FindWithTag("ScreenManager").GetComponent<ScreenManager>(); } void Update () { _timer += Time.deltaTime; // Create a vector at the center of our camera's viewport //Vector3 lineOrigin = _camera.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f)); // Draw a line in the Scene View from the point lineOrigin in the direction of fpsCam.transform.forward * weaponRange, using the color green //Debug.DrawRay(lineOrigin, _camera.transform.forward * Range, Color.green); if (Input.GetButton("Fire1") && _timer >= ShootingDelay /*&& !_isReloading && _currentAmmo > 0*/) { Shoot(); if (!_isShooting) { TriggerShootingAnimation(); } } else if (!Input.GetButton("Fire1") /*|| _currentAmmo <= 0*/) { StopShooting(); if (_isShooting) { TriggerShootingAnimation(); } } /*if (Input.GetKeyDown(KeyCode.R)) { StartReloading(); }*/ } private void StartReloading() { _animator.SetTrigger("DoReload"); StopShooting(); _isShooting = false; //_isReloading = true; } private void TriggerShootingAnimation() { _isShooting = !_isShooting; _animator.SetTrigger("Shoot"); //print("trigger shoot animation"); } private void StopShooting() { _audioSource.Stop(); _particle.Stop(); } public void Shoot() { //print("shoot called"); _timer = 0; Ray ray = _camera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));//_camera.ScreenPointToRay(Input.mousePosition); RaycastHit hit = new RaycastHit(); _audioSource.Play(); _particle.Play(); //_currentAmmo--; //_screenManager.UpdateAmmoText(_currentAmmo, MaxAmmo); //_lineRenderer.SetPosition(0, GunEndPoint.position); //StartCoroutine(FireLine()); if (Physics.Raycast(ray, out hit, Range, _shootableMask)) { print("hit " + hit.collider.gameObject); //_lineRenderer.SetPosition(1, hit.point); //EnemyHealth health = hit.collider.GetComponent<EnemyHealth>(); EnemyMovement enemyMovement = hit.collider.GetComponent<EnemyMovement>(); if (enemyMovement != null) { enemyMovement.KnockBack(); } /*if (health != null) { health.TakeDamage(1); }*/ } /*else { _lineRenderer.SetPosition(1, ray.GetPoint(Range)); }*/ } // called from the animation finished /*public void ReloadFinish() { _isReloading = false; _currentAmmo = MaxAmmo; _screenManager.UpdateAmmoText(_currentAmmo, MaxAmmo); }*/ private void SetupSound() { _audioSource = gameObject.AddComponent<AudioSource>(); _audioSource.volume = 0.2f; _audioSource.clip = ShotSfxClips; } public void GameOver() { _animator.SetTrigger("GameOver"); StopShooting(); print("game over called"); } } I’ve kept what I commented out, here’s the clean version of our script. using UnityEngine; using System.Collections; public class PlayerShootingController : MonoBehaviour { public float Range = 100; public float ShootingDelay = 0.1f; public AudioClip ShotSfxClips; public Transform GunEndPoint; private Camera _camera; private ParticleSystem _particle; private LayerMask _shootableMask; private float _timer; private AudioSource _audioSource; private Animator _animator; private bool _isShooting; void Start () { _camera = Camera.main; _particle = GetComponentInChildren<ParticleSystem>(); Cursor.lockState = CursorLockMode.Locked; _shootableMask = LayerMask.GetMask("Shootable"); _timer = 0; SetupSound(); _animator = GetComponent<Animator>(); _isShooting = false; } void Update () { _timer += Time.deltaTime; if (Input.GetButton("Fire1") && _timer >= ShootingDelay) { Shoot(); if (!_isShooting) { TriggerShootingAnimation(); } } else if (!Input.GetButton("Fire1")) { StopShooting(); if (_isShooting) { TriggerShootingAnimation(); } } } private void TriggerShootingAnimation() { _isShooting = !_isShooting; _animator.SetTrigger("Shoot"); } private void StopShooting() { _audioSource.Stop(); _particle.Stop(); } public void Shoot() { _timer = 0; Ray ray = _camera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f)); RaycastHit hit = new RaycastHit(); _audioSource.Play(); _particle.Play(); if (Physics.Raycast(ray, out hit, Range, _shootableMask)) { print("hit " + hit.collider.gameObject); EnemyMovement enemyMovement = hit.collider.GetComponent<EnemyMovement>(); if (enemyMovement != null) { enemyMovement.KnockBack(); } } } private void SetupSound() { _audioSource = gameObject.AddComponent<AudioSource>(); _audioSource.volume = 0.2f; _audioSource.clip = ShotSfxClips; } public void GameOver() { _animator.SetTrigger("GameOver"); StopShooting(); print("game over called"); } } Looking through the Changes We removed a lot of the code that was part of the reloading system. We basically removed any mentions of our ammo and reloading, however, I kept the changes involved with the shooting animation, shooting sound effects, and shooting rate. There were only 2 changes that were made: I changed the input we use to shoot from GetMouseButton to GetButton(“Fire1”), I believe this is the same thing, but I’m making the change anyways. Either option returns true when we’re touching the screen on our mobile device. I also changed our Ray from our raycasting system. Before casted a ray from where our mouse was located at, which before we fixed at the center. However, after we got rid of the code that fixed cursor to the middle, we needed a new way to target the middle. Instead of firing the raycast from our mouse, we now fire the raycast from the middle of our camera, which will fix our problem with our mobile device. Go ahead and play the game now. We should be able to have a playable game now. There are 2 things that will happen when we shoot: We’ll shoot a raycast and if it hits the enemy, they’ll be pushed back The enemies trigger event will detect that we clicked down on the enemy, so they’ll take some damage At this point, we have a problem: if we were to hold down the screen, we’ll push the enemy back, but they’ll only be hit once! That’s because we only have that deals with an OnClick event, but not if the user is currently selecting them. We’re going to fix this problem tomorrow, but I’ve done a lot of investigation work with raycasts now and want to take a break! Step 2.4: Changing the ScreenManager script One more thing we need to do before we leave. The Unity compiler would complain about a missing reference with our ScreenManager, specifically with the MaxAmmo variable that we got rid of. Let’s just get rid of it: using UnityEngine; using UnityEngine.UI; public class ScreenManager : MonoBehaviour { public Text AmmoText; void Start() { { PlayerShootingController shootingController = Camera.main.GetComponentInChildren<PlayerShootingController>(); //UpdateAmmoText(shootingController.MaxAmmo, shootingController.MaxAmmo); } } public void UpdateAmmoText(float currentAmmo, float maxAmmo) { AmmoText.text = currentAmmo + "/" + maxAmmo; } } And we’re good to go! Technically speaking, we won’t be using this script anymore either. Conclusion And another day’s worth of work has ended! There’s a lot of things I learned about VR, such as: we don’t need ANYTHING that the Google VR SDK provides! Unity as a game engine already provides us with everything we need to make a VR experience. Google’s SDK kit is more of a utility kit that help make implementation easier. The TLDR I learned today is that we don’t have to be fixed on using Unity’s Raycasting script, we don’t need it. We can continue to use what we already have. However, for the sake of learning, I’m going to continue down re-implementing our simple FPS with the Google Cardboard assets! We’ll continue tomorrow on Day 39! See you then! Day 37 | 100 Days of VR | Day 39 Home
  15. THUNDERCLAP Help

    Please help us promote technology and reading by showing support and clicking our thunderclap campaign.We have just launched our 1st mobile app for kids, Abigail's Tales: First Day Butterflies
  16. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! With a light-hearted storyline, high-quality voiced cut-scenes, hundreds of characters to unlock, and a pet system, Lionheart: Dark Moon is an interesting RPG with quite a bit of depth to both characters and combat. The energy system is frustrating and limiting, however, which might ruin the gameplay experience if you're looking to play for extended periods of time. The game's everything you expect from a mobile RPG these days (both good and bad), so expect a grindy level progression but lots of awesome heroes to unlock. My thoughts on Lionheart: Dark Moon: Google Play: https://play.google.com/store/apps/details?id=ca.emeraldcitygames.erpg&hl=en iOS: https://itunes.apple.com/us/app/lionheart-dark-moon/id997490707?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  17. Today there are millions of Android apps of all descriptions available in the market. The main concern is about choosing the right one and in the era of competition, survival is the key. We have all grown up with the technology, and we never settle without choosing the best of the apps. There is an excellent market for both leading mobile development platforms -iOS and Android apps available on the market. The mobile usage and time spent using mobile apps are continuously growing. Nowadays, a native mobile app is a part of the smartest mobile strategies. Once you have decided to build a native app, where do you start from? Which platform should you choose to build your first version on? Is it good to choose the Android platform first or the iOS or both? The choice would depend on factors which need to be taken into consideration while building a native mobile app. Customers ● The target customers always play the key role in the market. ● The primary consideration is where are the targeted app adopters located. ● The customers and location play an impactful role in the app production and growth in the app. If the customers belong to Europe, U.S, or Australia, the possibility is that Android would have a strong priority but would lag behind iOS apps and their demand. In countries such as Asia, South America, Android sales prevail over iOS apps. Therefore, Android app developers consider targeting such locations for stable and better sales and revenue generation of their apps. However, in terms of app revenue generation for developers, iOS continues to lead the way. It helps revenue generation in terms of both - app sales and in-app purchases. Apple and the iPhone or iPads are a premium brand. As a result, compared to the Android device owner, an average iPhone owner tends to spend more on apps. Also, app developers India consider the demographics of the targeted user. Younger generations choose Android over iPhones considering Android phones are cheaper and better. On the basis of these factors, android app developers can develop creative apps and target them to the relative customers. Open source and fragmentation The main disadvantage of Android’s environment is that it is open source. Android app developers also face the challenge of fragmentation. They ought to consider this at the device level, and the component level within those android devices. The other factor is that there is more significant fragmentation at the software level. Each Android release by Google is later customized and adapted by the different hardware producers. This makes the software fragmentation even more diverse. For Android app developers, it is important to test an Android app to remove bugs for avoiding future crashes. The process takes far longer than its equivalent iOS app. However, Android app developers can manage this issue by limiting the release of the apps to specific types of hardware and specific versions of Android OS. Thus, they must consider certain parameters such as the device size, screen resolutions, OS versions. Without these parameters, an Android app could take longer to develop than a similar iOS app. The review process Android is an open source platform and has many pros and cons in view of its review process. It might be a plus factor for the Android app developers when it comes to building the first product. But sometimes, it can be a trap too. Apple carefully reviews all the iOS apps before releasing it in the App Store. The iOS app developers generally need to wait for up to 10 days. If the app does not meet the Apple standards, developers have to make certain changes and resubmit it. Once, they get a green signal; the app is ready to go live. While on the other hand, Google Play Store does not have this kind of a barrier. Google provides a separate Google Play beta play store to its Android app developers for the test releases. This means the developers can iterate and deploy builds easier and faster for Android than iOS. The downside of Android apps is that they are also more susceptible to malware threats. There are more chances of the app being quickly copied, especially if they are popular and generate enough revenue. However, now with Google Play Protect, Android apps are getting more secure. Apple provides its own test environment; however, it can be tricky to use from the practical point of view as many beta testers encounter issues while installing the apps on their iPhones. Conclusion For mobile app developers, it is important to think and decide upon such factors. Therefore, they should make sure that they spend time carefully on research and analyzing the market and trends. Before deciding whether your native app should be iOS or Android, weigh the pros and cons of developing apps for each of the leading platforms.
  18. For the past few years in a row, mobile games dominated the app stores regarding revenue, download number and engagement. No other app niche has shown such huge level of activities and soaring numbers as the mobile games. Naturally, mobile games also have been the most happening niche in respect of new technologies and innovations. From Augmented Reality and Virtual Reality games to wearable gaming, new technologies are continuing to shape gaming experience. Mobile game marketing has also come of age and now has become more mature than ever before. The era of so-called ‘freemium’ games, gated features and in-app monetisation tactics look common, and every game marketer is on the lookout for a new way to market and generate revenue. Considering all these evolving attributes, 2018 has really been a happening year for mobile games. Let us introduce here some of the key trends that will shape mobile game development in 2018. 1. VR and AR Gaming When Pokémon GO was released and literally took the world by storm with its never-before gaming experience in 2016, many experts just didn't think twice to mark that year with the rise of VR and AR games. But that was just the beginning of the kind of mobile games which will continue to dominate the gaming scene for the mobile and wearable users in the years to come. The success of Pokemon Go actually became a motivating factor for game developers worldwide, and such reality defining games continued to come making the scene even more competitive. Though 2017 has not seen any new era defining AR or VR games like Pokemon Go, both the technologies have been consolidated and became mainstream as the gaming technologies of the future. 2. Mobile games for the elderly Certainly, we no longer consider mobile games to be the child's plaything. It is equally for the elderly people, grownup youths, matured ladies and people of all ages. For the past several years we have seen hordes of game apps to come up targeted for elderly population or people outside of common game-playing demographics. In 2017, there have been hundreds of games for elderly, working men and women and all other age groups. With many games enjoying the favour of an addicted game playing audience, this trend is going to stay dormant in the time to come. 3. Wearable gaming If we are not terribly wrong, wearable devices can easily be predicted as the next mass mobilising device platform after the smartphones. Naturally, mobile gaming is also supposed to shift its load to the wearable gaming apps. Even if the mobile games are to remain popular because of their large screen gaming experience, the quick to play gaming experience of the smartwatches will continue to remain popular. Moreover, offering an extended gaming experience from the mobile device to the smart wearables, they will help people stay engaged with a game irrespective of the device. 4. Social gaming Social gaming is already a hot trend as most of the mobile games are keen to promote the gaming experience by allowing players to invite their players onboard for a gameplay. From a game of pool to most complex and strategy games, most games these days allow players inviting their friends on social media. Moreover, quick social registration for mobile games is already helping games garner access to more people through the social contacts of the player. By incentivising social gaming in many ways, a game app can further push players to engage their friends on social media. 5. Game consoles getting outdated Game consoles like the PlayStation and Xbox are still there, and it is not a coincidence that they are actually getting better with the rise of mobile gaming. In spite of getting better and richer to compete the mobile games, gaming consoles because of their expensive price tag and difficulty of handling will only attract less and less people like the game playing audience. Mobile gaming with high-end sophisticated experience and extreme ease of use will continue to hold the charm that no other gaming devices really can. With the unprecedented rise of mobile gaming in recent times, game consoles are only becoming less competitive options for the gaming audience. 6. Custom game features We are already aware of the power of customisation for the engaging audience. Custom features make a player feel important, and it is something everyone likes almost invariably. It is no different when it comes to mobile games. Mobile games allowing players to choose features that they find enjoyable for their game playing experience, will obviously give them more reasons to stick to a particular game. The custom game features allowing players shaping their own gaming experience have been very popular with mobile games this year. 7. Multichannel access Average smartphone users have access to several gaming devices simultaneously, and this is why allowing unperturbed game play across multiple devices and platforms became very important. Game developers also find it helpful to build a cross-platform game to boost the chances of getting discovered easily across app stores. While engaging game players continuously irrespective of the device in use is one of the most important considerations for the marketing success of a game, allowing unperturbed streaming of the game across devices is crucial. 8. A renewed interest in retro games There has been a renewed interest in the old style mobile games, at least for their look and feel. Dubbed as retro games the new breed of games are introducing the look and feel of older mobile games. This new approach allowing young players having gaming experience of a different generation became quite popular throughout this year. In summation To conclude, in 2017 we have seen several definitive game trends to unfurl allowing new scopes for marketers and developers. Among these trends, the above-mentioned ones seem to have a far-reaching echo than the rest.
  19. Hi everyone. I have recently taught myself Unity from scratch with no formal training in programming. I see a lot of people asking where to start, how to do things and I thought I would post here to both showcase my game and help the community. My spin on teaching/showing is from an average Joe perspective instead of a professional who shows things without explaining to the real beginners. For example they say "put a rigidbody 2d on this" and no understanding on why that is the case or what the hell it even is. The first game is a flappy-like game called Balloon Boy. This is a great project for people to lean. One button input to manipulate the character to pass through rings without hitting them. Simple, addictive. Balloon Boy Game The average score is around 15, but someone sent me a screen shot of 22. If you're wanting to develop in Unity let me know and I can guide you 1-on-1 or a write up of how to make your own. The second game is a 2D Mini Golf game. Full of trick shots, beating the par, unlocking courses, and I gave a try at 2 player hot-seat (boy that was hard). Despite the complexity of the game there are very simple mechanics that a month-old Unity user could accomplish. Golf-O-rama game If you think you're good at angle, power charge games then give this one a go. The last part of the journey of making these games was converting to Android APK, setting up a google play account, trying to integrate ads into the games, and following the progress. Any questions about the steps or results, ask away. Lastly, as these are my first games I've finished and I'm new, feel free to let me know any suggestions or critique. I'll be lurking around the forums helping people where I can. Cheers everyone.
  20. Hi there Game Dev. community! What is the game about? I am currently working on a horror text-based game for the android platform. The game is set out to be a fully textual novel or a visual one depending on the availability of the artist. The game will feature multiple choices for the player, the consequences will vary and the emphasis will be on the 7 deadly sins and 7 heavenly virtues. More information on this will be provided if you do decide to join! What have you done so far? What do you add to the team? I have shipped several android games and applications for the past 3 years. My tasks will mostly be development, writing and translation in terms of this project. So far I have succeeded into finishing the first prototype of the game with required initial visual effects such as fading. On addition to that I have set up audio and sound managers as well as a timer for quick choice events. What kind of talents do you need? 1- Writer - To help with writing the branching decisions within the plot as I haven't finished the story fully yet. 2- Concept designer / Artist / (UI/UX) Designer - To work on the overall design of the game (Pictures in every scene, menu buttons...etc.). 3- Music and Sound composer - To compose sound effects and music applicable to the game. 4- Android Developer - Help maintain the code and structure the events in a hierarchical organized manner as well as optimize and test the game. What am I getting in return? 1- The fun of seeing something small growing into something bigger the more you work into it. 2- Appropriate percentage of Rev-Share between all joining members as the game will be shipped in two versions, the free one with ads and the paid without. tl;dr: Horror text-based game with multiple endings on Android, yeah that's something quite new. Thank you for reading this long wall of text. If you're interested please join my discord channel for further explanation: https://discord.gg/xh3NbPQ If you have any more questions feel free to PM, comment or email me.
  21. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! 8-bit indie action game Magink has you battle it out against ink-monsters in a short but interesting and very unique game. The "swipe to attack" mechanism works really great, and choosing the correct attack for any given situation is a real challenge (you have three types of ink; red, yellow, or blue, each with their own basic attacks and special abilities). The game has no IAP nor ads, most likely because the game doesn't seem 100% finished yet. As the devs are Chinese, however, it is difficult to find any info on any potential updates. My thoughts on Magink: Google Play: https://play.google.com/store/apps/details?id=com.InterNerdtion.Magink&hl=en iOS: https://itunes.apple.com/us/app/墨術-magink/id1230497092?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  22. Hello all, My question is a bit hard to describe but hopefully it will do... I just wonder what you guys think is the 'best' way of getting info about the model in your view(s).. To clearify (i hope ;-) ) If the model is updating itself every game-cycle and the (deep) nested objects all do there jobs how do you get info where only the view is interested in? So my question is not how to do it but more what do you people think is the best way to do it ? Regards, Alex
  23. Good Experience with Video Player

    MP3 is still one of the most used audio file formats today. This is the reason why people are usually focused on MP3 players when they are looking for modern audio players. Even though the essence of MP3 players has not changed, the truth is that modern devices of this kind come with many different features and upgraded basic features. In addition, this is a very competitive market which means that you can find mediocre, good and great MP3 players. If you are looking for the best one, you should take a few things into account. The following is a short list of things that make a good MP3 player. 1. Storage capacity First and foremost, you should take a closer look at the storage capacity of the device you are interested in. Most of them have their own hard disk drive, but this is not the most important thing about storage capacity. What you should be looking for is the flash drive slot. The best MP3 players today are letting users inset memory cards that have a capacity of 64 GB or even 128 GB. Some of the most popular ones like Xduoo X3 for example have two slots for SD Cards (128 GB each). In this way, you can store thousands of MP3 songs and listen to them on your device whenever you want. 2. Battery capacity One of the best things about MP3 players is the fact that they are mobile devices. They are small and you can carry them almost anywhere you want without any problems. In order to play bad baby channel, these players are using batteries. The battery capacity is marked with mAh sign (milliamp hours). Generally speaking, the higher the number of mAh, the better. In any case, you should check the technical characteristics and learn more about battery life and the amount of time you’ll need to recharge the device. 3. Screen Users agree that MP3 players with LED screens provide the best experience to watching learn colors with finger family songs. You should also check the brightness of the screen. There are some players that have touch screens, but this is not necessarily an advantage because some of these screens are too sensitive and prone to damage. 4. Radio There are situations when people want to listen to the radio despite the fact that they have access to thousands of MP3 files on their device. It would be great if you can find a device that lets you connect to local FM radio stations. 5. Lossless audio files Besides MP3 audio files, some MP3 players can also play lossless audio files. These files are larger, but they are capable of producing clear sounds. Once again, this feature is not crucial, but it can definitely be helpful. Now that you know what makes a good MP3 player, it’s time to start looking for the best place to buy one. Most people agree that using the Internet is the best option we have today because of the convenience and opportunities that online shopping provides.
  24. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Highly polished Super Phantom Cat 2 is one of the best platforming games I've played recently, with many interesting powers (skills), characters, and lots of hidden areas to uncover. Monetization happens through a "life" (energy) system, which can be completely removed through a $2 IAP, however, and even with the life system, you'll still easily be able to get through at least a 30 minute play sessions without ever experiencing it. An easy recommendation if you're looking for a bright and colorful platformer that is actually fun! My thoughts on Super Phantom Cat 2: Google Play: https://play.google.com/store/apps/details?id=com.veewo.supercat2&hl=en iOS: https://itunes.apple.com/us/app/super-phantom-cat-2/id1153486225?mt=8 Subscribe on YouTube for more commentaries: https://goo.gl/xKhGjh Or join me on Facebook: https://www.facebook.com/mobilegamefan/ Or Instagram: https://www.instagram.com/nimblethoryt/ Or Twitter: https://twitter.com/nimblethor
  25. Deadolls is a horror-themed action puzzle game for Android where you must poke the eyes out of evil dolls before time runs out. Video of gameplay here: https://m.youtube.com/watch?v=PScfk0bUCO4 Free to play here: https://play.google.com/store/apps/details?id=com.candlegames.deadolls&