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Messages - svintaj

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46
iPhone / iPad / Android / Re: 1D Arcade!
« on: December 11, 2013, 12:39:18 am »
After some trouble for me as a PC-guy to get this up on iOS, I have finally bought a mac and set everything up to keep working on this...

The iOS version now also got much shorter waiting time, so that you can play for free without having your head explode while waiting. You can always play with the free 1D coins and puch the reject button if you're bored  ;)

In next version I plan to create a free learn and training mode.
( I totaly had overlooked the importance of that. )

48
iPhone / iPad / Android / Re: 1D Arcade!
« on: November 15, 2013, 11:25:24 am »
Cool Electramorhipism, I just saw your latest message! That multi colored pixel is moving in 2D space and have to enter/touch the 1D field, then you can take it. You'll love to shoot with it by double taping, so keep it up and catch it!

The Android version has now shorter waiting time, only 35 seconds.
Totaly free and totaly cool!  8)
( iOS coming later )

If you reinstall or clear the user data you'll Always get those 3 coins back for free. :P
(It reduces your chanses to win free coins though...)

Oh, have you tried to change the size of the 1D field by dragging the black borders? I Think it's pretty cool as well 8)

49
iPhone / iPad / Android / Re: 1D Arcade!
« on: October 31, 2013, 03:00:59 pm »
I'm just using ordinary in app purchases here.

Yes I start to realize it's complex, I guess you forget about that when you work on it... :P
Giving a simple descripiton is hard, I too optimistically thought that the "scrolling text" should be enough. 

OK so 15-20 seconds, thanks I shall consider it!

Play it some more and I think you'll find it even more fun! :) It's getting faster and faster as well. 8)

50
iPhone / iPad / Android / Re: 1D Arcade!
« on: October 31, 2013, 01:37:01 pm »
First, thanks so much for your comment, I really like to get feedback like this!  :)  :)

I like to find the perfect balance, between getting the user just a little annoyed by waiting and still  feel it's ok to wait for a free play. I guess I should lower the waiting time some, because I have already got a negative comment about it in the US appstore. I really don't want people to run away and uninstall the app in anger, but I still like to have the chance to also sell some of those "start the game fast coins".  :-\

I now plan to add a third button in the arcade like "free training", so a newbee fast can train for free but without seing points and just under a limited time like say two minutes...?  :-\


This is how you play 1D Arcade: 8)

The "scrolling text" is your friend, it helps you along with hints and keeps you company.

You are supposed to hit the green waves before they pass the centerline, and avoid to touch the red or pink waves before they pass the centerline. (Pink Waves turns around and attack you again) There is also one kind of red "depth bombs" (they come from 2D space and enters 1D space) that you can touch but you should not stand on that side when it explodes, because then you die... :o

The "Rainbow goodie" is good (it also comes from 2D space and enters 1D space), catch it (by hit it with the paddle) and it gives you the ability to shoot by double click. (The depth bomb is for example effective to shoot)

A fun 1D pong game comes up after a moment as a bonusmode, and you are supposed to keep the white balls bouncing and at the same time avoid read waves. (The red Waves in the bonus mode does not kill you but ends the bonus/pong mode)

A golden/yellow shiny goodie thing is good and gives you an extra Life. (catch it by hit it with the paddle) Also a green fast moving goodie thing is good and gives you the Power to sweep up missed green waves. (Catch it by hit it with the paddle)

You can (Even if rarely) win free coins, if you get good points.

Thanks for your time! :)




51
iPhone / iPad / Android / 1D Arcade!
« on: October 26, 2013, 05:15:02 am »
Hello, here is my new app developed in Stencyl!
It contains in ap purchases and is available for both Android and iOS.
It's a game in only one dimension, 1D  8)

Catch good green waves as fast as you can, and avoid nasty red waves before they pass the centerline.

Also, prepare for other surprises that are waiting ahead. Play the fun pong like mini game in 1D to earn bonus. Have fun and challenge your friends to see who's the master of 1D Arcade.


Insert coin

Extra life

Goodies

Game over

Google Play:
https://play.google.com/store/apps/details?id=com.segelson.OneDeeArcade&hl=en

Itunes:
https://itunes.apple.com/en/app/1d-arcade/id638871602?mt=8

MrDumle from this forum have also been working on this game, thanks for your help!


52
Fixed Bugs (3.x) / Re: How to deactivate ads on Android?
« on: September 25, 2013, 03:45:46 am »
I recommend that this is changed permanent to be the standard code in Stencyl, since it helps without breaking anything!  8)

Now I have to add this change everytime I install a new Stencyl version...


53
Fixed Bugs (3.x) / Re: How to deactivate ads on Android?
« on: September 20, 2013, 12:18:50 am »
Awesome GeorgeN, it works perfectly! :D Thanks!!

54
Fixed Bugs (3.x) / Re: How to deactivate ads on Android?
« on: September 19, 2013, 10:26:26 am »
If I hide the folder or remove Ads.hx, Stencyl compiles forever.

Is that text showingup produced by Stencyl or by the Android-operating system itself? I would of cource like to have an option to turn off ads in Stencyl.

55
Fixed Bugs (3.x) / Re: How to deactivate ads on Android?
« on: September 18, 2013, 12:49:59 pm »
I have removed all the uses-permissions in the android manifest, so there must be something more to remove somewhere? I always get this red text in my apps, see attatched Picture:

56
Fixed Bugs (3.x) / How to deactivate ads on Android?
« on: September 18, 2013, 04:35:34 am »
I removed all the premissions in the android manifest file, but then it appears a red text message in my app saying: "You must have INTERNET and ACCESS_NETWORK_permissions to serve ads."?

Hmm ok, but I don't uses ads and I don't want to use them!? So how can I remove this message, without adding in the premissions that I like to remove?


57
Suggestion Archives / Amazon in app purchases
« on: September 09, 2013, 02:40:47 am »
When Android in app purchases are working it would be quite easy to implement Amazon in app purchases, see link: https://developer.amazon.com/sdk/in-app-purchasing/reference/google-to-iap.html

 :)

58
Fixed Bugs (3.x) / Re: Mobile Keyboard (Android)
« on: June 29, 2013, 01:41:00 pm »
Hello! How is this progressing? I tried to use the Android keyboard today but the "Mobile Keyboard Is Pressed"-event returns nothing for me, actually the event does not even fire, so I guess it's not implemented yet? Also the keyboard-layout lacks a "Done"-button, so I can't test the "Mobile Keyboard Is Submitted"-event?

I don't know about the Android API but I found this link, dunno if its usefull but I hope so: http://developer.android.com/guide/topics/text/creating-input-method.html#IMEUI
 
"As the user inputs text with your IME, you can send text to the application by sending individual key events or by editing the text around the cursor in the application's text field. In either case, you use an instance of InputConnection to deliver the text. To get this instance, call InputMethodService.getCurrentInputConnection()."


59
Old Questions (from 1.x/2.x) / Re: Publish -IOS (ad Hoc) not working
« on: March 08, 2013, 01:06:56 am »
I have the same problem here!  :'(

60
iPhone / iPad / Android / Re: Banana Smash - My first game on iTunes
« on: January 27, 2013, 11:51:16 pm »
It was pretty straight forward to put it up on iTunes. The hardest part for me was to have all provisioningprofiles and certificates working as they should to only be able to build and test the game at first. It was quite confusing, Apple could have done that process much easier.  :o
I'm on PC and that made everything a bit harder, but a friend helped me with some critical Mac-specific parts.

They (iTunes) said nothing about the content and I wasn't worried because all content is our own original content. I pick the price and I think you are totally free to set what ever price you think is best. Thanks for the idéa I may do so in the future, I'm absolutly shure they would allow that, it's good for them as well, they keep ~35% of the revenue.

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