I've created a new game by changing the theme of Pixeloids, it's called Zombie Infection Defender and is available now.
Because I'm using coloured circles to represent the people and Zombies, it's enabled me to have more on screen at the same time, (initially 200 compared to Pixeloids 128) and this can again be increased or decreased depending on the performance of your phone/tablet.
Except for the graphics, other changes, include a new soldier weapon, that allows you to send in a soldier who follows and kills any zombies, before he blows himself up, instead of becoming a zombie.
I've also improved the Pixeloids (free version and paid version.) with the improvements from the Zombie Infection Defender game, in that the Infectoids follow any Pixeloids that are nearby.
Showing posts with label pixeloids. Show all posts
Showing posts with label pixeloids. Show all posts
27 March, 2012
25 March, 2012
16 March, 2012
Pixeloids, Finished
Despite a few disasters, and it being a month late, I've finally finished my third Android mobile game, Pixeloids. I've submitted the paid version to slideme.org, and Google Play (formally the Android Market). I'm too tired to submit the free, Ad-supported version, as I have to make one or two very minor changes first.
www.sionco.com
www.sionco.com
Labels:
basic4android,
development,
diary,
google,
market,
pixeloids,
Play,
sionco
12 March, 2012
Back to work again. Pixeloids update.
Finally, I've been able to return to my third game for Android mobile phones, Pixeloids It's taken a month (two weeks without a computer), but I'm finally nearly there. I've added two game modes (Survival mode; where you try to survive as long as possible, until your final Pixeloid is dead, and Time Attack; where you have to save as many Pixeloids as possible in 60 seconds). Also, I´ve implemented a highscore system for each mode, Finally, I've added performance settings, so users with faster tablets or mobiles can play with more Pixeloids on the screen (upto 400), while users of slower phones can reduce the amount. So nearly there.
I just need to add sound, improve the graphics and interface a little. But, I probably won't get much time to program until Saturday.
10 March, 2012
It's possible.
I´ve had a bit of a low time, with the breaking of my computer, which means I haven´t been able to program for a few weeks. But, blogs like this http://makemoneywithandroid.blogspot.com/ really have inspired me to get back to programming (as I've had motivation problems in the past). He also uses leadbolt ads and is making a nice amount of money each month.
But, my leadbolt ads have made more money so far than in the whole of February, I believe it was from a minor update, and the games going to the top of the updated applications list on slideme.org at the right time, one day I even made just under $9, which is a record.
I now have bought a cheap second hand computer, as that's really all I can afford at the moment, but it's allowed me to get back to making my third mobile game Pixeloids.
If you are into Android Application development, I do recommend you sign up to leadbolt, as I was sceptical at first, and even though I'm not making a massive amount yet, for the two very small games that I made, it's a good amount. If you do sign up to leadbolt, I'd appreciate if you use my referral link, here.
But, my leadbolt ads have made more money so far than in the whole of February, I believe it was from a minor update, and the games going to the top of the updated applications list on slideme.org at the right time, one day I even made just under $9, which is a record.
I now have bought a cheap second hand computer, as that's really all I can afford at the moment, but it's allowed me to get back to making my third mobile game Pixeloids.
If you are into Android Application development, I do recommend you sign up to leadbolt, as I was sceptical at first, and even though I'm not making a massive amount yet, for the two very small games that I made, it's a good amount. If you do sign up to leadbolt, I'd appreciate if you use my referral link, here.
26 February, 2012
back to work
I´ve been able to GLBasic code on my phone, and it works out at about the same speed (maybe a tiny bit faster) to display 200+ Pixeloids characters on the screen, without any slowdown.
It´s taken about twice as long as I wished to get to this stage, but I think the end is in sight.
I´ve added extremely basic AI, so the green Pixeloids try to avoid the red enemy Infectoids, (I don´t want anything to process intensive as, I need most resources to try and draw as many of the Pixeloids to the screen as possible).
I guess, I just need to try and figure a way for levels to be different (maybe different enemies) or a survival mode/time attack. The survival mode being that you have to see how long you can survive without losing all your Pixeloids. The time attack mode being that the player has to see how many Pixeloids they can keep alive in 60 seconds or so.
It´s taken about twice as long as I wished to get to this stage, but I think the end is in sight.
I´ve added extremely basic AI, so the green Pixeloids try to avoid the red enemy Infectoids, (I don´t want anything to process intensive as, I need most resources to try and draw as many of the Pixeloids to the screen as possible).
I guess, I just need to try and figure a way for levels to be different (maybe different enemies) or a survival mode/time attack. The survival mode being that you have to see how long you can survive without losing all your Pixeloids. The time attack mode being that the player has to see how many Pixeloids they can keep alive in 60 seconds or so.
23 February, 2012
glbasic++, but double disaster
In total, I've only spent a small time trying to reprogram the Pixeloids game using glbasic, I'm impressed. At the start I had a few bad feelings towards it, getting used to the way it sets up a screen among other things, but now it's feeling more natural and I've nearly got to the same stage I was before using Processing.
However, I haven't been able to test it on my Android phone to compare the performance, as I've had two setbacks, the first being that the cable connecting my laptop to the android has been crushed, and then my laptop died completely in the middle of programming.
So, now I'm trying to continue using my small netbook, a little harder, but I think I'll continue to use glbasic for the moment, and unless there is a performance drop compared to my existing code when I can finally test it on my phone, I'd like to use it to complete the game, as well as use it's multi-platform abilities.
However, I haven't been able to test it on my Android phone to compare the performance, as I've had two setbacks, the first being that the cable connecting my laptop to the android has been crushed, and then my laptop died completely in the middle of programming.
So, now I'm trying to continue using my small netbook, a little harder, but I think I'll continue to use glbasic for the moment, and unless there is a performance drop compared to my existing code when I can finally test it on my phone, I'd like to use it to complete the game, as well as use it's multi-platform abilities.
21 February, 2012
glbasic
After many years, I've returned to glbasic to test it out, when I've got up to the same point with the game in glBasic, I'll compare it to the Pixeloids game made in processing, for speed, development ease, and other factors
19 February, 2012
Pixeloids, getting there (& video)
I haven't had time to work on the game during the week, only a few hours at the weekend, so this game is coming on slower than I hoped. Anyway below is a video of current progress from yesterday (I've since fixed and added some things). I hope that this gives a general idea of the game.
12 February, 2012
Pixelods Day 3
Today, I've done a lot of maintenance on the website. No, I'm not a web designer by any means, but I'm happy with it at the moment. I've also started to make an individual webpage for the Pixeloids game: sionco.com/pixeloids.html , which will be improved by the time I finish the game.
On the game, I've tried to make the game more modular, so the code can be understood easier and for future updates to be easier to add.
Also, I've added two in-game buttons (as shown in the screenshot), which will be some of the weapons that the user can use.
On the game, I've tried to make the game more modular, so the code can be understood easier and for future updates to be easier to add.
Also, I've added two in-game buttons (as shown in the screenshot), which will be some of the weapons that the user can use.
Labels:
android,
development,
diary,
linux,
pixeloids,
processing,
sionco,
website,
windows
11 February, 2012
Pixeloids - Day 2
Compared to yesterday, it doesn't look like I've got far, but the game is finally starting to be playable, and a good sign is that it does look like it will be fun. I've also been playing around with graphics, the title screen, and learning the language a bit more.
Labels:
android,
development,
diary,
linux,
pc,
pixel,
pixeloids,
processing,
windows
Pixeloids - Here Come the Infectoids
Teaser 2:
I'm quite pleased with the first days development on my new Android/PC game. I'm using a new language that I'm not familiar with and I've made some good progress. I've been stress testing the game on my mid-ranged Android mobile (samsung Galaxy Ace) to see how many of the Pixeloids (the green people) I can get on the screen at once while doing collision detection.
I've also decided to make this game available for PC (Linux and Windows) which will be able to have more Pixeloids in the game, 1000 on the screen is working well on my 4 year old laptop in Linux.
10 February, 2012
Android Game 3: Pixeloids
Here are the beginnings of my next android game, there are 240 objects moving smoothly on my average android mobile phone.
I'm currently trying out Processing as a language to make games.
Labels:
android,
development,
game,
infectoids,
mobile,
neon,
pixeloids,
processing,
tron
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