SRL Archive - News and General

Addicting Hideout. Now in Android Market


ZaSz

2010-04-19 02:05:47

Well, I released the app, some gfx I might want for next version + some changes that I know need to be made, but I think for 1.0 its a good release.

Its $0.99 cents.

Description for market:
Become addicted to Addicting Hideout!

You are Mr. Smiles, and you are stuck in a box. You must avoid the small attacking box's and not touch the walls. How long can you last?

Version Notice: This is 1.0, only your highest high-score is saved right now. Also, game may be laggy. We are working on fixing that.


So you use your finger to make sure none of the other box's touch you, your score is how long you survive.

So yay :D Its been over a year since my last release of an app. (In this case, game) And I plan on releasing at least 1 more within the next few months. (SportsBet)

Frement

2010-04-19 03:21:21

Some screenshots would be nice :)

ZaSz

2010-04-19 08:56:59

When I get back from school.

Frement

2010-04-19 09:23:16

From: ZaSz
When I get back from school.


I have few questions:
  • What did you use to code it?
  • How long is the code?
  • May I see the sources? :)
I'm interested in making a game too, or a normal application.

Hobbit

2010-04-19 10:36:39

Tip: In the description don't give them such specific issues. If you MUST give them any at all, make it very vague. People are less likely to buy your product if you announce there is a problem with it straight off the start.

You could have said something like…
Increased application performance and additional high score features will be added with the next release.

Then it doesn't sound like you are trashing your own app.

Smartzkid

2010-04-19 13:27:30

What language did you code it in?

Was it worth the time spent? (/in the past?)

Wizzup?

2010-04-19 14:13:02

From: Smartzkid
What language did you code it in?

Was it worth the time spent? (/in the past?)


It's android, so I guess java.

ZaSz

2010-04-19 18:07:43

Java.
Code is under 2k lines long.
No sauce, soz :(

Frement

2010-04-20 13:49:35

From: ZaSz
Java.
Code is under 2k lines long.
No sauce, soz :(


Wheres our screenshots? ;)

ZaSz

2010-04-20 20:47:12

Screens = later as I can't access my emulator right now due to it being on my flash drive which is not with me right now. And I finally got my phone and ran it. When I was testing my app on the emulator is was REALLY REALLY slow compared to the speed on the device, it has really smooth run on the phone, I had to release 1.1 with slower code because the pixels per second were to fast compared to the 1.0.

Also, ITS FREE, as an introductory price, so I can get a lot of good ratings then bump the price to $.99

senrath

2010-04-20 21:04:29

How hard was the Android API to navigate?

ZaSz

2010-04-20 21:09:48

If you know basic java, its just a few steps further. The api is o.k, not enough support in my opinion, but most basic things can be found in tutorials.

Smartzkid

2010-04-20 23:29:51

On gamespeed: If you time each frame, it should be relatively easy to cap the fps, then it would run on every android device out there at the same speed. Much better than guess and check…