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Post by maciejs on Jun 26, 2010 10:23:35 GMT -5
A few days ago I tried to play AC2 - I haven't done this for a very long time Unfortunately, the Greystripe script doesn't seem to be working (something about connection issues, can't remember exactly). Is there any other version of AC2 on the net - with a working ad script? Also, dif you completely stop writing Java apps? All I can find are Android/iPhone games - and I'd love to see all the new features of Origami flowers on my Avila
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Post by Adam Schmelzle on Jun 26, 2010 15:38:26 GMT -5
Yeah, unfortunately I've been forced to stop working on java games. The advertising money moved away from java, so I had to follow. As for attack chopper: you will probably just have to download the latest version fom gamejump or games.00adam.mobi
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Post by maciejs on Jun 28, 2010 10:38:31 GMT -5
Aww, I get it. Still the shame, though What about the payable version of these games? Well, I downloaded it (from Mobilerated, because the Gamejump version still gives me the "Error" error when I'm trying to see the highscores) - and it works, thanks Too bad it's almost unplayable on touchscreen (simulated up/down/left/right buttons), but there's nothing to do with it, I guess. (By the way, have you ever thought on Android/iPhone version of AC? That would be interesting )
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Post by Adam Schmelzle on Jun 28, 2010 11:54:17 GMT -5
The problem is in the control scheme. On android I can't use multi-touch beacuse most devices can't support it. Also on android I also can't use tilt-sensor because many devices crash randomly when using the tilt.
On iPhone I don't have the tilt/multi-touch problems, but I really hate controlling things with tilt. AC really begs for a direction pad/stick. Why does everything have to be touch-screen now?
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Post by maciejs on Jun 28, 2010 15:44:03 GMT -5
Well, without multitouch it's a bit harder, but what about iPhone? One thumb on the screen, pointing at the direction of flight, and second thumb on the little area of the screen simulating "fire" button? There's no need to use tilt-sensors - and I can't really imagine myself turning the phone round and round to properly aim at the target (I think I'm going to search for my W200i to play this game - growing a rose has just gotten a bit boring )
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nias
Somebody who actually posted!
Posts: 4
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Post by nias on Jan 6, 2012 16:12:30 GMT -5
The problem is in the control scheme. On android I can't use multi-touch beacuse most devices can't support it. Also on android I also can't use tilt-sensor because many devices crash randomly when using the tilt. On iPhone I don't have the tilt/multi-touch problems, but I really hate controlling things with tilt. AC really begs for a direction pad/stick. Why does everything have to be touch-screen now? Sorry to bump a dead thread (or dead forum, for that matter), but Attack Chopper is too d**n good a game to let stay dead. Over 18 months after your last post concerning Attack Chopper, I think Android multi-touch is in wide enough use to make Attack Chopper for it. It would be horrible if multi-touch was the only way to play the game, though. Better options would include, at the very least, physical keyboard support. Beyond that, would be HID devices and Sixaxis or Wiimote controllers, Xperia Play controls, and at the most obscure, the 60Beat headphone port controller. (And maybe to support people with junk hardware like the Samsung Moment and don't want to open the keyboard up, Fire could be mapped to a double-tap, or the Back key.)
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Post by Adam Schmelzle on Jan 7, 2012 3:12:21 GMT -5
I have an xperia play. Most devices don't have any usable physical buttons, so it's gotta be multi-touch or nothing I suppose. Too bad google didn't simply *require* a direction pad on android devices. It would have solved all my problems
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nias
Somebody who actually posted!
Posts: 4
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Post by nias on Jan 15, 2012 17:29:08 GMT -5
Hmm. I guess the way I worded it implied that the support for alternate control devices should replace, rather than supplement, multi-touch. Sorry.
I know that multi-touch would be a must, without exception. But physical keyboard, Xperia Play, and other alternate controls should also be implemented as user-optional. I'd say that for actual gameplay, start out the game loop by taking the external controls (touch, Sixaxis, etc.) and combining them to an internal control value (Booleans for Left, Fire, Bomb, etc.) so that the game logic doesn't care what the controller in use is.
Another challenge: those few phones that lack viable graphics capability. Of course, since they all have more powerful CPUs than almost all feature phones (and AC2's graphics are more primitive than the original Alone in the Dark), it's probably not a big problem. Just let the system use the software OpenGL renderer. (At worst, you could disable access by model.)
But after all technical challenges are dealt with, then comes the aesthetic problem of screen size, both in pixels and inches/centimeters. "Do tablets get to see more of the field than phones do?" basically. (I want to say "partially user-adjustable camera height," but would that really be best?)
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