23 messages in com.googlegroups.android-challengeRe: I decided to make my submission p...
FromSent OnAttachments
tberthel23 Mar 2008 19:10 
tberthel23 Mar 2008 19:14 
Joa23 Mar 2008 23:41 
tberthel24 Mar 2008 00:20 
hais...@gmail.com24 Mar 2008 02:45 
YA24 Mar 2008 03:12 
Peli24 Mar 2008 03:12 
q2dm124 Mar 2008 03:46 
Joa24 Mar 2008 07:33 
tberthel24 Mar 2008 07:58 
tberthel24 Mar 2008 07:59 
tberthel24 Mar 2008 08:09 
tberthel24 Mar 2008 08:12 
tberthel24 Mar 2008 10:22 
q2dm124 Mar 2008 12:47 
tberthel24 Mar 2008 13:10 
tberthel24 Mar 2008 16:09 
Zorg25 Mar 2008 04:42 
Incognito25 Mar 2008 06:51 
tberthel25 Mar 2008 10:48 
tberthel25 Mar 2008 10:48 
Mr. Tanvir27 Mar 2008 11:25 
tberthel27 Mar 2008 18:52 
Subject:Re: I decided to make my submission public.
From:Peli (peli@googlemail.com)
Date:03/24/2008 03:12:26 AM
List:com.googlegroups.android-challenge

Hi,

Just for your information - I'd say the bar for games is quite high: Have a look at this discussion: http://groups.google.com/group/android-challenge/browse_frm/thread/51c3885580747481

Here is their homepage: http://www.omnigsoft.com/Android/ADC/readme.html

Admittedly, that is not an individual submission so they may play in a different league. They also plan to include accelerometer support - but have not done so yet for Android specifically if I understand them correctly.

If you want to have a bonus, I'd say go for accelerometer support: We have a SensorSimulator that you can use to develop your application: http://www.openintents.org/sensorsimulator http://code.google.com/p/openintents/wiki/SensorSimulator

It is really just a matter of including a couple of lines of code, and our sample application "OpenGLSensors" shows how you could read out the sensor values and use them in your application.

It would probably be just a couple of days of work for you to include that in your application, but could potentially enhance your game tremendeously and increase your chances of winning a lot.

On Mar 24, 8:20 am, tberthel <trav@hotmail.com> wrote:

LOL.. Tetris doesn't even come close to what my games do.  Tetris does 90 degree single frame rotations.  Like that would work for real arcade games.

The controls are a little slower than they could be.  If you noticed my submission info that is one things I was planning on improving before the deadline, but I don't think you will find a more action packed game submitted.  Not only that, but my submission is really my game library not just the games.

I actually ran the minimal vector version on a LG5350 in 2002 and it was slow but it ran fine.  Even then it was not a new phone.  So I know it will work on these new high end phones that are 14x as fast as my old phone.

Depending on the options you can get 10 fps, but the max options puts you at 5 fps in the emulator using my laptop.  I know the new phones are faster than the emulator on my laptop by about 2-4.  So I am not worried.

I expect 15 fps on a good phone, and 20 on the best.  That is plenty fast for arcade shooters.

On Mar 24, 1:42 am, Joa <Joac@gmail.com> wrote:

Hi t, I noticed that - at least on my computer - the controls are shlogging while CPU utilization is up at 100%, constantly. This is very hard on the battery of an actual handset. You don't run an active loop vs. an event-based model? It seems you'll have to revise that part.

Honestly there's an implementation of Tetris I've seen which does a better job... but there's some time left though.

On Mar 23, 6:11 pm, tberthel <allb@yahoo.com> wrote:

I bet I have the best individual submission and probably one of the best games, but I will keep making updates.- Hide quoted text -