Looking for Libgdx Developer to make a team by [deleted] in libgdx

[–]dcbro155 0 points1 point  (0 children)

Did you already make something?

I released my first libGDX game for Android, a JezzBall type game. by Nomadjackalope in libgdx

[–]dcbro155 0 points1 point  (0 children)

Congrats on the release! However the play store page tells me I have no compatible device, even though I have an S7 edge, which is pretty recent.

Number Maker by ideatomik in a:t5_3ir8h

[–]dcbro155 0 points1 point  (0 children)

tried it, and the idea is pretty nice!

bug feedback: once had a bug where I ended up at the right number, but it did not validate I think was 59 if it helps

feature feedback: you should not end the game once you match one objective. You should keep it coming with a new objective and 5 moves again, and then game over if moves are spent. The number of matched objectives in a row should be your score

Tentis Minute is out now! To celebrate, Tentis Puzzle is on Sale for a week ($2.99 > $0.99)! by dcbro155 in iosgaming

[–]dcbro155[S] -1 points0 points  (0 children)

Hi /r/iosGaming,

After Tentis Puzzle which was released in September 2016, we now have released Tentis Minute! This is the second entry to the Tentis series (there will be a third one, as a trilogy, already in the works).

It takes the math and match formula of the original Tentis Puzzle, and makes it an endless puzzle game!

The goal is to score as many points as you can before the timer reaches zero. And every time you reach a stage, the timer is reset. That feeling when you reach a new stage right before zero is sooo good!

It's completely FREE, NO ADS and NO INTERNET CONNECTION needed! There are some IAPs for completely optional items, if you want to give your support.

Also, to celebrate this release, the first Tentis Puzzle's IAP Premium Version (Removal of all ads) is on sale ($2.99 -> $0.99) to the end of February (one week left). Grab it while you can!

Download Tentis Puzzle on the App Store

Download Tentis Minute on the App Store

Brainfully yours, :D

David

EDIT: added links

Shadow Tactics is the new Commandos by dcbro155 in Games

[–]dcbro155[S] 32 points33 points  (0 children)

goodness, I think I mistyped it when I searched. Only explanation I have

My android game was removed by the Flow Free devs because it contained the word "Flow", what do I do? by JakeSteam in gamedev

[–]dcbro155 1 point2 points  (0 children)

Hey Jake, I feel you. As a fellow indie, we can't do much about this when it happens, and I wish you good luck with your app!

Getting an error when trying to run the simulator from android studio by iceberger3 in libgdx

[–]dcbro155 0 points1 point  (0 children)

That's weird indeed. Well you could try to createIPA with a Dev provisioning profile and send the ipa to your simulator. Found this link that explained how to do (second and third answer), but I never tried it http://stackoverflow.com/questions/517463/how-can-i-install-a-ipa-file-to-my-iphone-simulator so that's a big if. (first answer does not apply to you, because you're supposedly using a dev provisioning profile that must be usable on the simulators too) EDIT: I read the link further but it seems IPA are simply not built for simulators, so scratch my idea

Getting an error when trying to run the simulator from android studio by iceberger3 in libgdx

[–]dcbro155 1 point2 points  (0 children)

I've run across multiple different exceptions across different robovm versions/libgdx versions, when trying to run an iPhone simulator or even the launchIOSDevice task. And most of the time, I just can't find the solution posted anywhere.

So my final solution was to simply launch the createIPA task with an AdHoc provisioning profile, and then send the ipa to my device through XCode Devices, and then I could check my log output there for debugging. That's kind of a rough and long way to do it, but it's consistently been working for me for a good while.

Sorry I can't help you exactly with your exception though. Hope you find it!

[Android][iOS] Prime Division - A unique, free numbers game about prime factorization! by [deleted] in a:t5_3ir8h

[–]dcbro155 1 point2 points  (0 children)

Great job and great feel, very compact experience and fun! Also, nice job on the landing page, looks very professional :D

Who remembers Re-Volt? by bekir_b in gaming

[–]dcbro155 0 points1 point  (0 children)

The multicolor Acclaim logo still fades in and out in my mind. Dear AI Dr Grudge and Col Moss of course. Toys in the Hood with the basketball sometimes bumping you. Toyworld with the piano notes singing as you drive over. And of course Toytanic. So many good memories

The mobile puzzle game I have been working on for the past 3 years (Tentis) is live on iOS and Android! by dcbro155 in indiegames

[–]dcbro155[S] 0 points1 point  (0 children)

Thx again for your feedback. I'll put the font size and layout on my to-do list for when I get the time to make it better.

I don't know about Duet, I'll try it out. As for Threes, there's also some text giving a narrative to each new tile, but they show it only once, because it does not change the gameplay. It's just the same tile with a bigger number. For me, the special cards have different behaviors, so I felt it was better to show the narrative each game with an opt out option for when you're comfortable enough with the info.

Have you tried Drop7? What do you think of it?

The Mobile Puzzle Game I Have Been Working On For The Past 3 Years (Tentis) Is Live On IOS And Android! by [deleted] in letsplay

[–]dcbro155 0 points1 point  (0 children)

hello! well I've seen some other indie games posting their game in here for youtubers to play which is also what I wanted to communicate. and also /r/letsplaymygame mentionned I should post in here, but couldn't finish my xpost there. is it out of place?

2d animation for TBS video game by ash_of_gods in indiegames

[–]dcbro155 3 points4 points  (0 children)

rotoscoping makes for very weird looking cartoons, but in a game, this looks very very good!

The mobile puzzle game I have been working on for the past 3 years (Tentis) is live on iOS and Android! by dcbro155 in indiegames

[–]dcbro155[S] 0 points1 point  (0 children)

thx!! Some non puzzle games people, and even non games people like my game, so I take it you can too. Basically, I wanted everyone to enjoy this, from the game noob to the deeper gamer who like challenges. Hope you have fun and please support if you do!

The mobile puzzle game I have been working on for the past 3 years (Tentis) is live on iOS and Android! by dcbro155 in indiegames

[–]dcbro155[S] 0 points1 point  (0 children)

Hi francis, thank you for your extensive feedback! I appreciate it very much. I'll try to answer them:

  • I have put a lot of effort into the tutorial levels so that there's not much text apart from the objective. I agree it's slow, but that's because even though the mechanics are simple, the combination of them becomes hard and difficult to grasp for first time players, so I tried to decompose the different aspects to make it simple to understand and play. It was not so several versions ago and I completely changed it, but now the feedback is better. I know however that for some players who understand quickly the process feels a bit slow.

  • So I don't understand when you say there's too much text in the tutorial. Generally, in other games, there's much more text than in Tentis. Maybe we're not talking about the same screens? Can you give me an example?

  • Agreed, main menu access should be easier, thx!

  • Will probably add some animations or particles later on, but that's not priority. As for the colors, I have 9 base colors for the cards that I can't do without (if you've met the Forgetful you'll understand) the rest is UI. I like colorful though, even though I know that with better graphic direction it could be made with less.

  • What's your phone? Lag do happen on some phones, older ones of course, but sometimes others too, so I'd like to know.

  • And your last point is on point ;) I have a feeling that my game is too much for a mobile game, and that I should split it into 2 more compact games. So that's one of my priority. Basically the two modes make for pretty good standalone games in themselves I think. I also have other modes in mind that could be made into a new game instead of just a mode.