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Programming => Other Games & Projects => Topic started by: spacefractal on June 13, 2011, 09:26:31 AM

Title: Genius Greedy Mouse (Released)
Post by: spacefractal on June 13, 2011, 09:26:31 AM
MOUSE RUNNER (Previous a minigame for Lazy Jones, now a dedicated game).

Today I tried if I can get Mouse Runner, a Amos game I created back in 1996 (and never released actuelly), if I could get this to work. Finally after putting some missing Amos extensions and Joystick need to been seleced as default in the emulator setup, then I got it to work.

Its could been fun to port this as a mini game, since the black graphics should suit it very nice and I allready have created tiles based system:
(http://dl.dropbox.com/u/3236515/LazyJones/mouserunner.png)

Yes its somewhere boulderdash, except you cannot move your (ugly) mouse while something is moving in the maze (fish move left, ballon up and various other things). So its allways only one thing that is moving, and I should keep that of course to avoid to much boulderdash.

PS. Actuelly I could release here as well, even I have not the compiled version.

_______

Public forum now, binary removed, soon to been moved into Team later today or few upcomming days for our team.
Title: My New Project: Greedy Mouse
Post by: spacefractal on June 14, 2011, 01:50:22 PM
(http://dl.dropbox.com/u/3236515/LazyJones/gameboy_runner.png)

Look much much nicer, even still placeholder graphics, even I just redraw using original tiles for the game.

This time its look & fell very much a GameBoy game. he he, when lookin in the Tiled editor.

I also think Chicken and Crabs both done for now and now starting on the third minigame.

Not sure the final name of this one, and this is a turn based like game (I think its was inspirated from Mazes of Xor to Amiga).

PS. and yes the blue plasma can been disabled, if is was too much.

PPS. I think the fourth game can been game made by Flash. I want a least one included.....
Title: My New Project: Greedy Mouse
Post by: Flash on June 14, 2011, 06:22:34 PM
Looking damn sweet SF.
Title: My New Project: Greedy Mouse
Post by: spacefractal on June 14, 2011, 06:54:16 PM
hi thnaks.

I think its would been fun to do a remake of my own game, even I never released it.

I don't have executable on the PC harddrive, but have its on a Amiga disc somewhere. But luckily I did have the source code (and Amos Exteneions it used) and got it to work in the emulator. Nice to see that game again, he he... And fell Game Boy graphics would suit it good.

The level shown is taken from the original with only added some more cheeses to that. I did a level editor in that original, but can't use it in the remake and then I manually place all tiles as its was in the original (I can of course do that, when its my own game).
Title: My New Project: Greedy Mouse
Post by: Flash on June 14, 2011, 07:00:55 PM
Looking forward to a beta.

If you post the adf at any time, I would like to have a look under emulation.
Title: My New Project: Greedy Mouse
Post by: spacefractal on June 14, 2011, 09:39:32 PM
I tried compile with the Amos compiler without luck, but need to rebuild Amos with the required extensions again. It's was to late, due clock.

Hopefully I get it to compile soon, it's a old pd game.

The game is Actuelly pretty arcade friendtly except the editor.

So it's been follow days, but for Amos code I won't touch it if bugs found in the game.

For beta for lazy jones, still too early (no game select etc).

Godnight.
Title: My New Project: Greedy Mouse
Post by: spacefractal on June 25, 2011, 11:07:31 AM
More work done today and yesterday:
(http://dl.dropbox.com/u/3236515/LazyJones/mouserunner2.png)
a Testing Area middle on the "flipper" level.

Most tiles is actuelly working as I want them, just like the original Amiga version. Only Pacmans need to been moving too and reset after dying as well some other small things.

Unlike Amiga version, tiles do smooth moving too when pushing them etc, or when its "board" turn.
Title: My New Project: Greedy Mouse
Post by: spacefractal on July 05, 2011, 04:41:29 AM
Mouse Runner seen to been turned out to been very great minigame (best of the three mini games yet), also so great as I might do a 100% focus on that, since its a original game (remember its based on my own Amiga game, so its should not been any copyright issues) and then its can been my first mobile game and is really far with it (I guess its could been finished in one or two month or such).

This due this game absolute suit completely fine as a Mobil game with well any kind of operative system (Android, Web OS, iOS etc), its not based on any resolutions, suit perfectly with portrait as well landscape mode, perfectly with all kind of typical Mobil controls as well speed is not directly a issue. Its even playable with lower fps, because its a 100% puzzler game.

This week I reworked on the savegame code as well adding support for portrait mode (some mobiles might require it).

The current tiles can been turned into been seen as a "GameBoy" theme, but of course more themes would then been added (A Jungool theme could been great etc) and removing all Lazy Jones elements (but the game would so later still added as a minigame for Lazy Jones when Mouse Runner is finished).

EDIT: I have today dedicated to hava focus on Mouse Runner, which should been named to "Greedy Mouse", due that mouse is so greedy to eat. Lazy Jones would and might countinue after this game.
Title: My New Project: Greedy Mouse
Post by: Flash on July 07, 2011, 10:09:14 AM
'yumyum mouse'
'munchy mouse'

Perhaps a new thread just for this iOS version of the game would be nice rather than renaming the  lazy jones thread as you may come back to that? I do enjoy reading your progress.
Title: My New Project: Greedy Mouse
Post by: Sokurah on July 07, 2011, 11:34:54 AM
I do enjoy reading your progress.
So do I, but it get's a bit confusing with all these different titles. :)
Title: My New Project: Greedy Mouse
Post by: spacefractal on July 07, 2011, 01:57:17 PM
I have allready a public thread about the Amiga version of Mouse Runner I created in 1996, but yes I should do that, since I no concrate doing this little game now. I dont remove the Amiga version at all of course.

But that happens when you create a bounch of games, but later found up its better for now just doing a good version of Mouse Runner to iOS (as well other OS, such like Android, WebOS, Windows, MacOS).

Just split the thread where I started about Mouse Runner, if you want to do that and I countinue using thiat.

Ny now until TempleTiger create the graphics I would then just call it "Greedy Mouse" (but I do like "Munchy Mouse" as well).

PS. renamed typic of all posts where I started to posts of this game, so just split the thread from that.
Title: My New Project: Greedy Mouse
Post by: spacefractal on July 07, 2011, 07:25:04 PM
I use this thread until it got splitted (from that place I renamed it, where I first posted about it).

Anyway I added a new gameplay element:
(http://dl.dropbox.com/u/3236515/GreedyMouse/sokopuz.png)

That of course got some inspiration from the game, Sokoban (which was Plan 3 in Amiga version, but here changed slightly from that version too). All I did is just cut down the size of the maze which can been done in the tiled editor directly (which is not set as a fixed size)....

I might this time also seperate levels only using those kind of levels (so not sure which name it mode should been named?)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on July 19, 2011, 06:59:17 PM
(http://dl.dropbox.com/u/3236515/GreedyMouse/GreedyMouse.jpg)

I just added some dirt test, which use 47 different of tiles.

All graphics is still placeholder or test graphics. Meet, Apple and mouse its self is photo tests, and even its a webcamera (which have a really good one), and look quite nice.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on July 19, 2011, 07:02:08 PM
Liking the graphical style. Looking nice
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on July 25, 2011, 06:07:45 AM
(http://dl.dropbox.com/u/3236515/GreedyMouse/dirt.png)

I just seen the dirt in this morning..... I love that and works quite very nice. Its might missing some shadow, but that is not coded yet. The new Floor and Wall is not final here.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on July 27, 2011, 05:44:18 AM
(http://dl.dropbox.com/u/3236515/GreedyMouse/shadow.png)

nice looking shadows..... and more work on dirt, floor as well wall. Its begin to really look clay :-D, and yes autoscaling also works quite nice in this iPad resolution....

I hope I dont run into speed issue because I still not have tested on iOS, howover I do use very much Polyvector (one batch draw on the whole map, except statusbar and mouse) as well I can set fps as I would like (30 or 60). The game is also support near any resolutions (with small ones its use smaller tileset to save memory).
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on July 27, 2011, 08:21:57 AM
Shadows look sweet how are you doing them?

PS You should be fine on iOS if you're batching the map drawing into one call.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on July 27, 2011, 12:45:22 PM
Shadows uses 16 tiles, and draw just after the floor (quids of 100x100 each from 2048x2048 texture, but yes I known older device not support it, so its support 1024x1024 alternative too with smaller tiles). Shadows also use 75% alpha.

shadow is the 2nd after its draw the floor first. there is 2 layer of tiles its can been used, howovoer second layer is mostly only used by boxes as well road.

All its actuelly batched with POLYVECTOR for the MapDraw completly. Only mouse itself, status (which change later) and joypad use own call.

Shadows is still need few optimize, so its dont draw under a full dirt or wallblock, where its not needed.

The game update() run at 65 fps while I can set paint() to anyting (-1 and 30 works best). I was need to update() with few more fps to make sure its don't jerky.
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on July 27, 2011, 12:56:24 PM
Pretty nice that you're able to have it run that fast with all those quads and big textures.
Perhaps GLBasic isn't so bad after all...if you know how to use it. ;)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on July 27, 2011, 01:08:50 PM
yes POLYVECTOR is really a great command.

Today I tried to 2x a shadow tile to (one tile shadow that zoom 2x when drawing it) hopefully can work on moving tiles, which seen works excellent. Pictures later.

EDIT: removed thing I allready just have wrote before (etc I can set FPS to -1 (60), or 30 if required).

Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on July 29, 2011, 07:53:08 PM
I got the new GlBasic with Android support.

When first I got the compile it diddent work at all, but after some hours installing SDK and the Android Emulator, today I did finally got the game to run.

Its was just a silly error, grr... The folder Levels should have been levels, and there was mix how I spelled it in the search function for levels.

I do not have a Android device my self, and still not have reply from TempleTiger yet, which reported the crash (he not home yet). I hope it works wonderfull on his phone... If its does work there (hopefully with no graphics error), its should works nicely on iOS too.

Tomorrow let see I can test the new DS game beta :-D.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on July 29, 2011, 08:08:32 PM
Sounds sweet SF, glad you found the error.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on July 31, 2011, 09:24:01 AM
the game ran nicely on his phone, but the control interface is quite bad (too small etc) :-D. Its going to been replaced.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 03, 2011, 07:56:12 AM
First a all, here is one of the  funny bug (a mipmapping camera zoom goes wrong):
(http://dl.dropbox.com/u/3236515/GreedyMouse/ups%21%21%21.png)

Here is what it look now:
(http://dl.dropbox.com/u/3236515/GreedyMouse/tracks.png)

Last day I did some interface work, like the freely placed joypad (the corner joystick/kamera icon might swap side), panning the camera with kinetic scrolling and bouncing on edge, Camera zooming in/out.

The statusbar is gone for now, and is going to been replaced, and also the black edge you see is NOT a error (which can look like that on the screensnap).

I also love those bw tracks :-D (the "end" text would been removed later, its is some shadow work).

I guess I release a beta later this month when more interface have been done.... and hope some of you folks would create levels for it (I use Tiled leveleditor).

PS. Its seen there is issues with the joypad thing, so I trying to change it to slide control to see that works better.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 03, 2011, 03:39:27 PM
Looking good, and if I find the time, I would be happy to make a few levels for you.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 04, 2011, 05:43:41 PM
damn, the onscreen as well slide controller goes fuzzy and none of them work. So we must go a another way to get 4 way to work without insanely imprecision). So yes trouble to get controls right now (but buttons based controller does works awesome).

Camera onscreen control does works nicely.

so I might go back to that onscreen controller which worked best yet with some tweeks.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 04, 2011, 06:02:23 PM
On screen joystick controls can be a pita to get working nicely and sadly, you can never come close to real hardware.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 04, 2011, 08:05:09 PM
Slide was even with mouse somewhere too imprecision. If I was not happy with mouse, no reason to try it with touchscreen (I cannot test this by my self right now, but TempleTiger can with his Android phone).

Tomorrow I trying out a "Game & Watch/Spectrum" control with up/down one side and left/right other side. Let see that work.

Howover the mouse do now stop when something happens on the level, etc before enter tracks, pushing things, as well when after board have moved its items. That mean even with eventuality imprecision, its should less frustration the player (but those checks wont been happens with keyboard). Remember this is a turn based game, not realtime (like Boulderdash). Animations is of course realtime (he he).

The Joypad might stay (its the best one, but the used image is ugly, I know), which might been best control for Portrait mode (due some phones might only support that).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 05, 2011, 03:12:33 PM
finally seen its would been a slide control with a another metode seen works quite nicely. phew!

Its a little bit slow, but much more precision, and the mouse does not move while holding down same place, but move more just like a old mouse controlled game (some sort of trackpad).

I do need a little "run" button, so the mouse can move "quicker" (not with speed, but with control, so you need fewer slides to move longer distance).

I don't plan this as a whole multi touch game, due Android phones normally not have them. but I might add them for iOS and WebOS use as a option. Howover for multi touch camera panning + zooming might require a little bit different method to avoid conflict with slide control (pan with second finger moving around, while first finger hold its place, zoom by moving both finger close together or the other way)....
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 08, 2011, 08:18:05 PM
(http://dl.dropbox.com/u/3236515/GreedyMouse/water.png)
A water level (Another gamemode variant): move up and eat so many cheeses as you can, before water drown you (its somewhere Jungool Lava level).

And yes finally a nice little font rutine, which my home handfast font, hehe. they is got to been replaced of course.

We have tested fps on the Android how its before. We need to zoom around 13x7 tiles before we get a rock solid 30fps (with 17 tiles wide its was around 25). Those settings would been adjustable by the user.

Also fps can fall in some cases, like full zoom out (to around 20fps), when there is full of onscreen train tracks (due offtype shadows, its now possible to disable those kind of shadow). Howover fps fall when zoom out is all ok (even we use the x50 pixel tiles instead of x100). 20fps is still very nice for a turn based game and playable.

PS. The 29 fps seen a little mismath with the timer.


PPS. Still placeholder graphics here and there of course.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 08, 2011, 08:22:37 PM
Looking great SF. (love the water idea)

One little idea that may be nice (if you can stretch a sprite by expanding horizontally around the centre), it would look cool if the mouse got fatter the more cheese it ate. lol.. (well, it would make people chuckle and make them want to get as much cheese as possible..)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 08, 2011, 08:38:28 PM
there is a limit in glbasic, when I use ROTOZOOMANIM: you can only zoom in in both horizontally and vertical axis, but not horizontally  alone.

Mightbeen I should use POLYVECTOR instead if that feature is added in (I do like that idea, that mouse is very greedy, hehe)? Here I need to do the rotate rutine my self, which I not sure how to do that, but I have seen someone added a function for that on the glbasic forum.......

I have talked to the artist about it, but that idea can cause practical problems due the graphics style of the mouse, since its not just to about strect a image. So not sure about it, but mightbeen its can been on the level complete screen.....
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 08, 2011, 09:18:06 PM
Nah! Even if you used 5-6 frames to expand the belly section, I seriously think it would be a cool and fun little addition.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 08, 2011, 09:59:19 PM
I'm interested to see how it runs on iOS.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 09, 2011, 05:23:39 AM
I need to pay first, before I can build a iOS version. Yes I want to see the run soon on that.

the issue is the mouse would not been a pixelart, its pictureart.  So there is shadows as well light and so on. and also its require a lots of new frame, due the tail animation (not just 5-6 frames).

howover its mightbeen possible we separate tail and body, so we not run into animation limit in number of tiles. The animation is mostly just lie on tail......
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 09, 2011, 02:14:04 PM
I just purchased a Enrollment.... of course it got some trouble due my long danish name, and also I have brought a mini-dvi to vga converter, which I hope can swap some things around my desktop, so I can use my Mac better (which have not been in use in long time, but require that very soon).

So its somewhere tomorrow anyway when I get that cable.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 09, 2011, 04:10:23 PM
I'm sorry, but I still want a fat mouse. Lol
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 09, 2011, 05:32:47 PM
he allready somewhere fat to start with :), he-he. the problem is there is a lots of frames to take pictures of and also he need to place the mouse very precision due light.

I also only use rotate for mouse for smooth turning to a another direction, and not 360 degree rotate. This mean we create a image for each direction, which require some animations for that. This is simple due the white light on the picture elsewise would turn all the round in the rotation, which not look good (yes we cheat a little bit, since light rotate too, but its not notable at all, even with a full gradient from top to button).

So you can image this might require many many frames and not 5-6 of them......

But we looking in a possible fix, since its a great idea (I love that idea really). if we dont do that, then we do that on the medal screen, so you can see how fat the mouse have been that on that screen.

A possible fix is mightbeen separate the mouse into 3 "pieces" (head, body and tail)... Its the body images here its would been fat and then hence a lots of images can been saved. Howover the feet might scaled a little bit too, but its might not been a issue.

Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 09, 2011, 06:44:37 PM
I have talked TempleTiger how we deal with fat and still max use 100 frames (so we can fit into a 1024x1024 texture).

We now use 3 pieces mouse:
16 frames to the head, 40 frames to the body (includning 2 torso sizes, and its mightbeen possible to blend or scaling one side between them for one or two more), and 44 frames to the tail.

eventuely death anim would might have own texture image because its not part of control. So that ok.

Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 09, 2011, 06:56:48 PM
LOL...

Sounds great!
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on August 09, 2011, 08:02:34 PM
I just purchased a Enrollment....

What's enrolment? Did you purchase an Apple developer license?
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 09, 2011, 09:06:09 PM
yes, but trouble with the crap activation..... hopefully sovled tomorrow.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 10, 2011, 03:17:33 PM
by now I just using 2 stages of fat: normal and fat of course. When you have taken around 90% of the food on a level, your mouse would been fat :).

This mean its a bit harder to get a fat mouse on a level  :) :) :)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 12, 2011, 03:40:31 PM
finally! just tested on my iPhone 3gs and got it to work:
(http://dl.dropbox.com/u/3236515/GreedyMouse/firstiOStest.png)

- Yes the fps fall around to 20-25 (I guess the 18 is due the snapshot animation), but here I did zoom completly out, which take some fps, due all those shadows, scaling and draws.. but its was still playable, due this game is a turnbased game. I guess even wih 16fps, its playable, due the game nature.
- In standard zoom, its ran 30fps (which I have capped it to here).
- The slide controllen we tested on Android, its works nice to iPhone as well, so its a control we keep.
- Some tiles from x100 is missing here (due its shown x50 tiles)
- Not sure how its run on older devices, howover I might need to remove shadow details on thoses to get it playable (there is 3 shadow details: full, simple and none).
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 13, 2011, 02:44:34 AM
Why not just have an extra set of tiles for the shadows rather than overlay them?
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 13, 2011, 07:11:46 AM
I allready do that.

Its mouse, icons, font and map that have own draw.

In normal gameplay with default zoom is not that problem.

We have a test level which use tracks on over half of levels, it's mostly them that took very much fps,  due they use a lots of shadow tiles.

Hence I added "simple" shadow feature to reduce some them (and also dirt is under wall too for reduce more shadow draw). Simple shadow still look nice.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 23, 2011, 11:13:24 AM
I want to have some help to test how this game perform of various devices. I not sure I should do full shadows on 2g and lower, but for now its using anything enabled for test. SO I interesed how it works on iPad as well iPhone 4 as most important devices.

So here is the first very early alpha performance test:
[LINK REMOVED] (Android, v2.2+)
[LINK REMOVED] (iOS, also included mobileprovisions for all Bens, Lobo, Soren as well Micheal devices found from HeadSoft provisions portal).

I have included some timers in this version, so I can check how long time it take to perform various task (in MS).

P is the Paint() in ms, U is the Update() in PS, S how long time SHOWSCREEN take, C is how long time ti take for read the tile (rotation), and F is for FPS.  FPS is fixed to 25 for Android and 30 for iOS for now. iPad 2 should have 60 fps of course, but not done that yet.

Howover of course when you zoom out/in (which dont use multi touch yet, which nothing du, because I want to play on a single touchscreen devices as well). Nice to see the timers for complete zoom out (which its ok if fps fall here), and zoom in.

PS. Of course there is placeholder graphics most places, but the test version give you idea how the game is about (even its still soo early, and there is +- issue with pause screen in portrait mode, i know).

PPS. Its SOOOO much easier to install on Android without appstore, which is a pain for iOS. all needed to install was via its Dropbox app.
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on August 23, 2011, 10:13:54 PM
What do I do to try it out?
Title: Re: My New Project: Greedy Mouse (test version ready)
Post by: spacefractal on August 24, 2011, 04:50:59 AM
Did you installer it? Should works from iOS or android links. The game use slide to move your move.

The mouse run Button do the mouse countinue to run in that direction "to save slides".

Howover I added 4 onscreen timers I want to see what they say on various devices in ingame standard zoom and with cammode.


Ps. Install for iOS should been the same as with jungool (and used UDID number I found from the HeadSoft team).
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 24, 2011, 04:09:47 PM
I installed the GreedyMouse_hoc.mobileprovision and it's on my iPod 4 but when I try to install GreedyMouse it says "The app "GreedyMouse" was not installed on the iPod "Ben's iPod" because the entitlements are not valid".

I can't remember but was there some other file or something needed?
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 24, 2011, 04:42:15 PM
its was a file i added, I try to remove that, its might not been needed as I throught it was. I recompile soon.

Or its is some other I should look after on Xcode? I might forget something.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 24, 2011, 05:13:56 PM
I try again:
[LINK REMOVED] (just updated on this edit)
[LINK REMOVED] (in cause above still not work, I read its could because release not work, but need set to debug version).
[LINK REMOVED]

PS. Few some bugs is fixed, and also added the clay cheeses to eat.

PPS. The code content is no more needed. so removed that to clean post for the link.
Title: Re: My New Project: Greedy Mouse (another test version)
Post by: spacefractal on August 25, 2011, 11:17:23 AM
I did have same trouble when I tried to install it via iTunes on PC and not via xCode.

After i recreated the xcode project I seen I finally got it to work (its pretty annoyring signing system Apple have made) and got it installed via iTunes and not from Dev mac.

I change the above links and also should now works (just after I wrote this).

So I hope to get some performent feedback.

PS. I deleted the post which I screwed Apples signing system, which is all other than easy (and I still not like it).

PPs. There is sneaked a bug where its use 2048x2048 texture in the small resolution, which is should not (due older devices). I fix that in next update.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 25, 2011, 10:50:16 PM
It's working now (you can use the Release build fine BTW).

So anyway I think the game is great. I tested it on the iPod 4G and it looks great with the HD graphics on the retina display. I will test it on the iPhone 3G when you get an SD version with 1k texture support.

I really like it. It reminds me of Boulderdash which is one of my all time favourite games.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 25, 2011, 11:01:02 PM
I promise to have a look soon SF. I will give you the timing data as well (though this will be iphone4 as lost 3g somewhere)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 26, 2011, 04:19:34 AM
It's just a stupid error around 2048 bug. What Did the timers said with standard and complete zoom out? There is 4 ms timers. Nice to hear it's run fine. When went home, I update again.

Hehe yes it's fell boulderdash, but was more inspirated from the "xor" on Amiga which was turn based instead of realtime. So it's a twist :-)

Ps. Thanks for the feedback
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 26, 2011, 01:32:29 PM
just updated and 1024k support should work now.

Also Greedy Mouse might crash due startup, which I guess is a savegame issue or somewere, but its should only do once.

Links is now allways in the first post (so I not need to links contantly).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 26, 2011, 08:25:01 PM
updated again... some reason, timers was missing. they are now bottom on the screen, so they are not annoyring to look that with the gameplay.

Here just some fun bugs found under dev:

(http://dl.dropbox.com/u/3236515/GreedyMouse/boxtrackshadow.png)
Shadow here? I moved the box (there should not have been shadow under box at all

(http://dl.dropbox.com/u/3236515/GreedyMouse/track%20eating%20mouse.PNG)
The Mouse just eat both cheeses AND track.

(http://dl.dropbox.com/u/3236515/GreedyMouse/shadowblending_sjov.PNG)
Shadow from balls/bombs did not removed
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 26, 2011, 08:29:35 PM
I love the Mouse eating the tracks.. lol..
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on August 26, 2011, 09:50:33 PM
Sorry, but I have NO idea how to get this into my iPhone. I can't see it it anywhere in iTunes.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 27, 2011, 07:10:40 AM
http://greatflash.co.uk/index.php?topic=586.msg13339#msg13339 should works, if not I might not have the correct UDID from you (even I have two of them, but of course you might have got a new device since than). Howover there is no dSYM file, so just skip that.

There might not shown a icon in iTunes, but that normal, but its listed as universal app, because its support iPad resolution as well.
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on August 27, 2011, 08:34:32 PM
Here's my UDID again - just to make sure: 87b90509d6dd0b6d0761b118525ea77cd479f6e5

Whatever a Provisioning File is, and where to get it, I have no idea (if HK attached anything it's not there anymore).

So, you're going to have to help me out a bit here.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 27, 2011, 08:38:59 PM
To get it working I double clicked on GreedyMouse_hoc.mobileprovision and it installed it. You may have to drag and drop it into iTunes or something for PC. Then I just dragged GreedyMouse.ipa into iTunes under Apps and then synced it to my iPod.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 27, 2011, 08:56:17 PM
GreedyMouse_hoc.mobileprovision is on the first post (and mean I have linked too earlier as well).

PS. On PC, you might need to drag it to  iTunes Library, as well unpack ipa file (renamed zip), before dragging the whole folder to iTunes library, and then sync.
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on August 27, 2011, 09:55:26 PM
No worries. I got it working now. :)
Downloaded the ZIP, renamed to IPA, doubleclicked...that worked.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 27, 2011, 10:10:57 PM
the pursues of the file is to test on various devices because I want to known how much ms there is left and how the game perform. I have only a 3gs (with newest public 4.xx iOS software), so not sure how its run on iPad, 3g as well iPhone 4. I do want them to run at 30fps on all devices (except iPad 2 of course), on 3g I do might need to disable some shadows (using simple shadows). I do known Android version would run a little bit slowere (25fps instead of 30fps). This due we have little performent problem on Android (howover its all still fully 100% playable on the tested phone).

So its that kind of feedback I want, even the whole of placeholder graphics, hehe.

PS. Nice you got it to work, the lastest version did I not zipped, so make sure to get the newest version, if timers is missing.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 27, 2011, 10:37:44 PM
I will test it on my iPhone 3G in a minute. That will be a good test of performance as it's generally the slowest performing iDevice you should target.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 27, 2011, 10:48:59 PM
there is a issue on iPad as with when using colored POLYVECTORS. I use that for color the font, which should not perform very well on that platform. Howover I do aware of that and hence can disable the colored of that, if its should been happens.... The lastest builds does not colored them at all.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 27, 2011, 10:51:45 PM
Using the latest build from the first post.

iPhone 3G
Zoomed all the way out - ~11 FPS
Zoomed all the way in - ~22 FPS
In game - ~20 - 24 FPS
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 27, 2011, 10:54:55 PM
extractly what I excepted, thanks for the feedback.

Which level was it on? Level one is the most extreme on all levels (due a lots of tracks and have a lots of shadows due that), rest of the levels is more regular levels.

Howover in the next build I use simple shadows and set fps to 25, which seen fit that device nicely (so its run on same fps as with Android version). That should do that job. zoomed all out fall to around 20fps on 3gs.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 27, 2011, 11:03:10 PM
I am testing on the very first level when the game starts.

iPad 1
Zoomed out - ~14 FPS
Zoomed in - ~16 FPS
In game - ~20 FPS
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 27, 2011, 11:11:43 PM
iPod 4G

Zoomed Out - ~24 FPS
Zoomed In - ~35 FPS
In Game - ~35 FPS

I am charging up my iPod 1G I can test that one later on.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 27, 2011, 11:14:51 PM
I wonder the zoomed out in FPS fall (which should do the other way), did you checked for F and not S on the bottom timers? F is for FPS, S is how long SHOWSCREEN take.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 27, 2011, 11:39:32 PM
Just updated with various performents settings, so its should run nicely on 3g and iPad (its should say 3g, ip etc, which is not very clear at the bottom, sorry).

Both kind of devices got 25fps and simple shadow now, and its should been capped to 25fps.

iPod 4g should been 30fps as well iPhone 4.

For iPad2 I have set it to 50fps (I could set it to -1 for max fps speed, but I guess that would drain battery a bit to much, that why 50 fps). Same reason for Windows versionen for resources.

So yes I check which device user have, which I guess its the best way to make sure its most playable as possible.

Also its excepted zoom out might fall fps, but that ok. I might set limitfps to 20fps when cammode is used, but not sure I do that. Its the man reason the camera zoom back again, so fps remain back again.

Find it on first post and make sure its updated (etc old app might require install before correctly updated).

PS. For Android versionen, its would been user possible to set the fps to any you want to set, its no reason to do that for iOS.

pps. Still thanks for input.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 28, 2011, 09:39:00 AM
updated with another method to draw floor (its not just draw the whole texture as same time, and not per tile). Its might draw more, but reduce numbers of tiles draws. Also removed a clearscreen command which seen was not needed. Howover there is a shadow multiple issue when doing that (but ok for now).

Please checkout its help for iPad and 3g. Its still max run 25fps for both throught (and timers on the bottom is a bit more clear).
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 28, 2011, 08:50:49 PM
I'm getting the same FPS on the 3G as the previous version.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 29, 2011, 05:15:46 AM
can you give me all 4 timers, shown at the button (not just fps)? etc just a simple screenshot.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 29, 2011, 06:39:17 AM
Okay here are the screenshots
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 29, 2011, 07:21:33 AM
Its not the newest version? Its shall have simple shadow. So i look what happens.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 29, 2011, 07:30:46 AM
The older version didn't have the text at the bottom of the screen.

EDIT: I tried the ipa from the first post again and same thing.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 29, 2011, 08:21:58 AM
Ok i might detect it a bit wrong. i Update later today. Thanks elsewise. U timer is a bit higher, but i Can might optimieze it....
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 29, 2011, 02:57:56 PM
just updated the first post with a new version. that time its should works a lots better, due changes to the update() (which do now not need to doing that twice, but only once in most chases).

Hopefully that now works nicely on 3g (and iPad)....

Remember the game start on level 2, due level 1 is more a extreme test level with a lots of tracks. its here fps might fall somewhere (mostly on the right side). On regular levels, its those from level 2 you would see.

Title: Re: My New Project: Greedy Mouse
Post by: headkaze on August 31, 2011, 05:29:56 AM
I'm getting the same FPS on the 3G as the previous version.

PS Is it possible to display a revision number onscreen?
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 31, 2011, 06:55:55 AM
I have just do in 0004 version. It's should say "0004 <3GS" (or a least "0004") on the bottom around under the cam button in landscap mode.

If not I will compile again.

EDIT:
Just updated to "0005", which should been more clear. Its should also write just over the bottom text, which device you have in cause I should detect it wrong (then I can see the string I got). Also v should been 0005 of course when updated correctly.

Here is a pic how its should been:
(http://dl.dropbox.com/u/3236515/GreedyMouse/0005.png)
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on September 01, 2011, 06:16:13 AM
I'm getting the same FPS as the last one on my 3G. Here is a screenshot.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 01, 2011, 08:33:25 AM
The screen look correct and its run correct 25 fps here (which is default limit for 3G).

So All ok, how about if you move into center where its draw more tiles? Its should still stay 25fps
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on September 01, 2011, 08:55:39 AM
As I said it's the same FPS as before. It just happened to be on 25 FPS when I took the snapshot but it is jumping between 24 and 25 FPS ingame. The others are roughly the same (~11 FPS zoomed out and ~22 FPS zoomed in)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 01, 2011, 09:16:44 AM
24 fps is just a timer round issue, so its have been helped for 3G. I was just noticed fps Fall to 20fps in around center without zoom.

As long its 24-25 fps ingame then i complete happy :-), and seen it's does now.

It's Also ok fps fall when using zoom (because it's not directly ingame).

So i Think its All ok and happy now. :-)
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on September 01, 2011, 09:25:02 AM
You could probably get it running at a solid 30 FPS with some iPhone specific optimizations but for this type of game 25 FPS ingame seems to be fine to me.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 01, 2011, 09:37:15 AM
Yes. There was not very notiable between 25 and 30fps when I tried it due the nature of the game. I don't think you would think about it at all when no fps is shown (I did not). It's not a action game, hehe.

Also zooming out does heavy amount or scaling with more more tiles. So hence I disable zoom when change back again. I could limit Zooming a bit, but not sure.

I can also not so iPhone specific, due glbasic (and it's done for android too which also limit to 25 fps too).

On 3GS and higher it's got nice 30fps :-).

Ps. I which could support pvr format, but can't :-(. Howover there could been much alpha artifacts.
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on September 01, 2011, 01:12:54 PM
I get about 30fps on my iPhone 4 at normal zoom.

You're going to give the game D-Pad controls when it's done, right?...because they're terrible now.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 01, 2011, 01:25:41 PM
The fun part, those which played did like the slide/run system. So there is a conflict here.

Yes if you only use slide to move your mouse, that would really been terrible very fast, so here i agree. But to avoid that, I simply added a "run" button, which the mouse just move ahead. So basically its a slide/run system = slide to turn and touch for run. Howover there is no multi touch control yet, which could help (etc allways run, while sliding), even I try to do this as a single touch game (due Android, Windows tabs etc).

I did have tried D-Pad, but did works very much awfull, so i dropped that, and would very much cause your finger to take some screen area.

Instead I think a idea to look on "Kungfu Ruch"'s interface, which is a pretty cool 4 way system, which could work nicely in landscab mode. Something I can tryout later and fell how that goes. Howover the drawback is its might not work in all screen areas (tables etc), while the slide system I now have works with any screensizes.

Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 01, 2011, 07:43:36 PM
In the next update when I lookin for tomorrow or few next day, I limit cammode a little bit:

when the game use 2048x2048 for ingame mode, then game would just use 1024x1024 unscaled mode under cammode. Then fps should been pretty stable, max fall very little, but not around 11fps or such.

So I think that is a little comprimise to limit the zoom, but still have some overview over the map when panning.

Howover the free zoom would still exits for iPad 2, Windows and Mac (and also look awesome in fullHD). Also on those machines, the camzoom does not fade back again.

PS. I might need little tweek if slide is unprecision on iPhone 4, if slide length bit is to short. Here its pretty easy tweek if required (its would been possible to set the senative of the slide).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 02, 2011, 07:50:42 PM
we have just tested the game on the iPad 2, its run very flawless on that machine (I have not seen it self, but the graphical (TempleTiger) mom, who do have a iPad 2.

So we set it with full zoom camemode and 50 fps (to make sure eventually animation is the same as with 25 fps), etc the best device to run the game with. He could not feel any difference between 50 and 60 fps (and fps could fall to 50fps in some extreme area, but without could feel difference really).

On other mobile/tables its would been a fixed cammode, etc its auto zoom out to unscaled 1024 mode (but zoom nothing if 1024 mode allready used), and in 25fps (which also work nicely too).

The slide do need few more tweak according to sensitive, but its really easy to do that (x and y can separated to been tweaked allready, so its just a onscreen option, just like the mouse sensitive would do). I still want to do a least a great slide/run and tweekable control, because its works with any screensizes there is out on the market (due Android have so many different screens).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 10, 2011, 09:57:28 PM
new update for both iOS and Android versions (v0010).

First at all, I are heavy dev on a nice new village system, which is connect to other levels as well a medal system. There is still issues here and there, example you go beginning (or such), when exit the final door in the village level.

The medal system is not also not final yet (and is going to change using the scoring system, so you need x number of points to get that medal), but you can get medals now, but using the old medal system. that new medal system would been the next version.

I have also designed most of the easy levels some where smaller in size and is easier now. I think its good idea to start with to have some simple levels... You cant not even die in first two levels at all or got blocked.

Also, I have those days fights to get the buggy savegame system and also could crash when suspend in multitaskning mode. I hope I got fixed those. I'm are not sure about 3.1.3, which do not multitasking. So try to see if the game corrupt if you quit just around completed a level....

So still very far from finish, but have some nice progress with the game.

PS. Yes its a bug in village level, so you cannot play level 3 (but can still select  that from pause screen, which is technical level 4, which stay there for debug thing). I fix that in next update tomorrow.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 11, 2011, 06:26:45 PM
just fixed some of the savegame bugs, but might still been happen when you skip levels (which would been removed in the final game, its just for debug). Also Medals is changed to stars and that part should works nicely.

Info how much require to get that star is still missing as well a congratulations screen, which should tell how many stars you got.....

here is screenshot from village level:
(http://dl.dropbox.com/u/3236515/GreedyMouse/village.png)

and no you cannot die here or got blocked (unless if you skippede a level trought pause menu, but you can still reset level there too).
Title: Re: My New Project: Greedy Mouse
Post by: Flash on September 11, 2011, 08:58:42 PM
That really is looking rather nice SF. I still have not played it as I cannot get it on my device for some reason? I do not have a developer certificate (meaning it does not allow my iPhone4?)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 12, 2011, 05:09:28 AM
That mean i dont have your udid for that phone, if you installed via iTunes?
Title: Re: My New Project: Greedy Mouse
Post by: Flash on September 12, 2011, 06:44:42 AM
It is this one

a7bfe915ad5db5351549ec0380b886852d851f36
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 12, 2011, 01:44:49 PM
I checked the number and should allready been included in the GreedyMouse_hoc.mobileprovision file (I took the devices there was at your HeadSoft portal and used them here). I updated GreedyMouse_hoc.mobileprovision yesterday, so its should not expire soon.

I guess I might have messed again?

Anyway try again and install via iTunes (first the mobileprovision and then the ipa file). It did work at Anders little brother (the graphican), who do have 3gs.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on September 12, 2011, 06:15:50 PM
Also check on your actual phone for the GreedyMouse certificate.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 12, 2011, 06:31:38 PM
I checks what happens when went home. It did adhoc installed on a least one phone, but I double check so.

Ps. Why can this not been that easy as android do here?
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on September 12, 2011, 06:44:01 PM
I was actually saying to Flash to check his phone for the certificate.

It is a royal PITA dealing with all the certificate business.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 12, 2011, 06:47:57 PM
Hi ok and I agree.

On android all need is just install the debug version via dropbox. Unsigned version did not work (of course I have not signed it). But it's works like a charm (the crash issue on the start was a "beginner" issue with filenames, so would crash on iOS too).
Title: Re: My New Project: Greedy Mouse
Post by: Flash on September 12, 2011, 10:55:20 PM
I have no idea what is going wrong?

Title: Re: My New Project: Greedy Mouse
Post by: headkaze on September 12, 2011, 11:12:01 PM
I get the same error but the game still runs.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 13, 2011, 05:28:09 AM
Don't use Xcode for install, use iTunes.

Adhoc installs is not designed to run from Xcode, but more do that regular from iTunes.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on September 13, 2011, 09:13:17 AM
I am not using Xcode, that was just to show the certificate error. I am syncing with iTunes.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 13, 2011, 09:20:49 AM
Which error do you get when you sync?

I use distribution cerficate and not dev for sharing. I have still not checked if the game sync via pc sync. I might have broke something when I tried to add a another dev device. Checking when time.

Ps. I guess I know what it happens. It's can been a missing plist file inthe project that cause it (because I deleted and recreated project again). I try to fix that later today. Why glbasic not add that fils is a guess.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 13, 2011, 10:41:53 AM
I added Entitlements.plist again, and hopefully the 0012 now works again with the codesigning issue. Its did works here via iTunes (on PC).
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on September 16, 2011, 05:47:17 AM
0012 is playing nicely for me
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 16, 2011, 08:26:55 PM
Then it's should work at flash too.

I read news at glbasic the next version support iCade, which I of course plans like to support that. Should been pretty simple as the game is a joystick + 2 button game (button one is camera and button two is pause menu to take some choice as well if you got stuck). Any onscreen buttons would Also been removed as well, but can still get back by slide.

In other word the game would been complete arcade friendly for windows version....

Ps. Have another idea for d-pad control: use the jungool buttons, then the left button control left/right and right up/down. I cannot do a "4 way" d-pad, since it's take to much screenspace and unprecision.

Slide is still primary control, since it works nice.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 20, 2011, 08:07:30 PM
finally in the next update or such, I trying to check how "Joypad" perform, even I do like "Slide" better in this kind of game (I fell very good with that control when first got used with the run button).

The main issue with "Joypad" mode is there is a lots of HUD display (scoring, cam, pause, joypad image it self) and felling they take very much screenarea from the main gamearea. howover I do now have possible to move scoring etc around so its match better when "Joypad" is used, so its don't eat to much screenspace and actually felling better placed (also only when that mode is used).

I have still not tested it on iOS and Android yet, but its much bigger this time, so its should been eaiser than the very first try and you not run to far and such issues (also the floating joypad feature is gone too). Howover its http://tenonedesign.com/fling.php and such thing which could been cool to been use.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 25, 2011, 05:45:01 PM
finally a new update (to 0014), which a experimental joypad can been tested (slide is of course still in code, but not in that update). Its in the very first post.

(http://dl.dropbox.com/u/3236515/GreedyMouse/IMG_0778.PNG)

Some notes:
- tips not working yet, but does show in first regular level (named Maze).
- Village level 2 is not finished at all, but can been tested when village level 1 is done.
- You might get a "Mouse Pos" error, but the game should just restart the level.
- There would NOT been a regular title screen, but more use a option menu, which can been called from the setting button from anywhere from the game (a option menu which is still to been completly remade). This due all Difficulty/level chooses is now directly part of the game now.

PS. You might get a "missing pos" error, but the game does restart the level again after that.

PPS. I hope its have been working for Flash..... If its work for HeadKaze, its should work for Flash too.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on October 04, 2011, 10:16:55 PM
(http://dl.dropbox.com/u/3236515/GreedyMouse/simpleflow.png)

I think that menu would work better than the pause menu I have before and is really universal for any screen size as well input.

Yes we still using placeholder (and not even started on sound), but it wont been so long most of them would been replaced. the little problem is.... Rage is out this week, and its his most waited game ever (he is a big Id Software fan, so of course), so a week or two go with that game to complete that game (but he do not play allways, hehe).

The release is hopefully still this year as we both set and he got some new IKEA led lamps so get thing much easier than before (he have direct access to the picture without moving constant and those big lamps could been very hot). I think the code part is around 70-80% done, and its take hell long time to compile now (I want a faster machine), around 30 secs.....

PS. Of course on iPhone 4gs I set the FPS to 50, just like iPad 2 (the regular speed is 25FPS), and I get myself soon a used first generation iPad to testing and reading stuff on.

PPS. Under Social or About we do some "ads" for Jungool, but ONLY in iOS and desktop versions. On Android there is no Jungool at all, due I not want to ads for a competer platforms (but many desktop users also have either a Android or iOS phone anyway).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on October 13, 2011, 12:37:11 PM
game updated to 0022 for menu testing (settings works, but social and about does not). Now I have a another little project in this and next week, so I might not code so much on this game, but would been back again after that.

I think this version is much better than version 0014, also the levels its self too, and have removed and tweeked a lots of ting, to hold the levels simple and easy to complete (because its the first village). Village 2 is going to been made, while Village 1 is pretty much finished with only migthbeen only few tweeks to do.

Also tips is still missing, but all needed is just draw more thing (works pretty much that with Jungool tipscreen really, but just not a overlay graphics). You can see them in first regular level (Maze).

PS. I hope the game does not corrupt graphics, which MIGHT been happens, but should fix it self when starting. This due detailmap mightbeen skipped (but also think it should fixed that, but not sure). But progress files use another file....
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on October 16, 2011, 07:33:43 PM
I just brought a nice used iPad 16gb, which I have tested this game on.

yes HeadKaze was right, I have also a FPS of around 20..... But I do also found its was due iPad did not like alpha colored POLYVECTORS, so the font must been complete white (and now on medium graphics settings). When I did that the game is back as solid 25 FPS with all details enabled. I do think its could been the same issue on the older devices. There is still some issues I should look on before another beta release.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on October 16, 2011, 10:32:40 PM
You will need to use VBO's to get a solid 30 FPS on the iPad. Do you use them? I had the same problem with Jungool until I did.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on October 17, 2011, 05:44:11 AM
Not sure what you mean? I use glBasic here, and other have reported extractly that issue before (so i avoid it)

The game is designed to run 25fps, not 30fps, and fell Nice smooth (but 50fps on ipad2 and iphone4s).

Its nowhere big issue use White only font, i dont use that that much, so little detail. With White font its ran full speed with rest in full details (i have 3 graphics details to use).

Ps. Same issue also have been see on some android devices too. Hence that why its possible for Them to set graphicsdetails...
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on October 23, 2011, 09:01:06 PM
Now I actuelly got fixed "UltraHD" versionen to work as I want it, so all tiles playfield would look ultra smooth with display resolutions such of 2048x1536. So I can only hope iPad 3 and highend Android devices got such of high resoulutions as least 25fps (on iPad 2 its run nicely 50fps).

Also funny to create some new levels (I got 6 levels for simlpe2 set)...

Wosh as we use so much as a 200x200 pixels tiles (howover frontend, tips, font, buttons would not use that, since its simply not required as you ask me). Its one of advance when we work with clay.

Now I also have a another little project codenamed "Facecat", which I do cannot release to public yet. This why I dont have time to do eventuelly music befor november (also a licensed music from example Shockwave.com can been nice too).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on November 21, 2011, 10:39:37 AM
Just updated to 0028 for both Android as well iOS version :-D.

I do really want the game tested on a g3 to check its still can run 25fps (but only using graphics level medium for those) when now sound is used and near all features is complete. Its does run nice on iPad and awesome on iPad 2.

This time there is now include some sound as well few music tunes (in village, water, flipper in simple2 village, as well placeholder title tune from original Amiga version).

There is also of course some sounds missing here and there, but most is included. Actuelly there is few sound still is from Amiga version as placeholder (when bombs hit a wall example), and I also brought some sounds from 1sound.com (I have no problems if they are not free, and there is not many sfx needed in this game really).

music would not been level based for each level (there would been too many tunes to do that), but intead more "theme" based music and/or bgs. Elsewise there would been too much tunes doing if I planning doing 50-70+ levels (includeing eventuelly updates with new levels). So better doing this as a theme (like water and "sokoban" based levels).

PS. There is a little "drunk" error on icon text in menu when you are under settings, where line 2 is not center correctly over icon. This is fixed before next release.

In this version, there is 20 levels now.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on November 21, 2011, 09:21:06 PM
(http://dl.dropbox.com/u/3236515/GreedyMouse/Jungool.png)
http://dl.dropbox.com/u/3236515/GreedyMouse/Jungool.png (http://dl.dropbox.com/u/3236515/GreedyMouse/Jungool.png)

:)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on December 09, 2011, 04:40:37 PM
(http://dl.dropbox.com/u/3236515/GreedyMouse/chips.png)
(oops there is error behind one of the cheeses, hehe, its would been fixed of course).

I got some inspiration to this level from Chips Challenge (level 9 I saw on a screen shot), but of course with changes here and there.

I also fixed the game so its can run in 25 (Android, iOS 3.x devices), 30 (iOS), 50 (iPad 2, iPhone 4S) and 60fps (Desktop) in framerate. The game is also somewhere late and would now been a winter release. That ok of course. I'm nore sure about HP Touch Pad yet (I want to support that too).
Title: Re: My New Project: Greedy Mouse
Post by: Flash on December 09, 2011, 07:47:27 PM
Looking great sf.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on December 10, 2011, 05:51:20 PM
hi thanks.

Here a maze inspirated from a well known game from Namco:
(http://dl.dropbox.com/u/3236515/GreedyMouse/pacman.png)

And yes, its possible to take all cheeses, since ghosts in this game of course not act like the original, hehe. Also I like those levels where you cannot die....
Title: Re: My New Project: Greedy Mouse
Post by: Flash on December 10, 2011, 09:09:32 PM
Excelent... Hungry Pac-Mouse..
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on January 07, 2012, 06:00:28 PM
Greedy Mouse update on the first post as well mobileprovision. Code signing and all fucked up again and also I hope all levels replace correctly as well. For best, you should delete all levels in the Media/Levels folder using iExplorer or such app to filebrowser for iOS, before update.

Now there is 3 villages and all levels for them should now been done (total 31 levels, 20 on easy and 11 on medium). They should been fair diffunity. Still a lots of placeholder graphics.

Its would been great to test on a g3 device or older, because I have not a clue its still works on those device or I should go from 3gs as minimum. Howover devices under 3gs do have a smaller lowere framerate (25 instead of 30) as well less details, so its should run nice. But 3gs is the older device I have to test it on.

The game would also been delayed abit, but still think a early spring is a nice release. I hope to finish as least 64 levels before first release.

PS. Since this game is a take on Xor as well sokoban, I soon trying to contact programmer behind the original, and see if I can include the original xor levels as well with permission. Howover original Xor levels is not compatible on this game, due some tiles behavior is different and need to been added (Chickins, Fish, H-Bombs, V-Bombs and possible to have to mices on level). They are easy to add trought...... even its really was not intended to do a remake of that game, only inspiration.
Title: headkaze
Post by: headkaze on January 27, 2012, 01:00:21 PM
Controls are much better in the latest version.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on January 27, 2012, 01:49:17 PM
Is somewhere confuction with the headline, when lookin in the frontpage. I do guess its no more just a accident :-D, so no worry.

So many thanks for the control feedback, so I just include those 2 control methods in the settings to been choice from with jpad method as standard. iCade is also supported to (howover a little issue when app close and open again I need to look on).

I is also began to design some medium 2 levels (until then 5 + village). I gonna think those names should been diffecent, since easy 1, easy 2 etc should been changed? But not sure to which names they should been? ideas? I also got better frameskip support recent, which I have fighted with yeater day.

PS. Which device did you tested on? I hope older than 3gs :-Dm which is olders device I have to test on.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on January 28, 2012, 12:17:25 AM
I was testing it on the iPad 2 but I can try it on the 3G later.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on January 28, 2012, 12:42:32 AM
Just realised I bought and A500 tegra 2 android tablet.. oops. I will dump to that this weekend and let you know how it runs.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on January 28, 2012, 01:12:21 AM
I have heard that table and its not a Amiga 500, hehe. I have just updated to 0034 for Android (framerate back to 30fps on Android, due better frameskip method). Its should run nice on that, howover its possible to change graphics settings for Android users, which is not possible for iOS (because its not needed).

installing is much easier on Android than on iOS (dispite its have own issues of course). My friend howover just use dropbox to install directly.

Title: Re: My New Project: Greedy Mouse
Post by: Flash on January 28, 2012, 01:13:44 AM
ok, I will give it a go tomorrow mate and let you know.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on January 30, 2012, 04:58:55 PM
Ok, I got round to having a play on the Acer A500.

Runs well and all is ok there (mostly). One strange thing, if I hold the pad in landscape, the screen displays in vertical. If I hold in vertical, the screen displays in landscape? Another thing is I get an odd clicking sound when a sample finished playing.

Liked the level 'Water' LOL  ;)

On the second zone, I found the sucker? level rather tedious. Not sure why? I think it is because the level holds no challenge and involves the mechanical effort to move the ball from sucker to sucker (and move the little heart box as well). I think it is level 3 on area 2.

Any, runs pretty fast. I cannot say exactly, but I expect it to be holding a pretty solid 30fps at a guess.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on January 30, 2012, 07:43:30 PM
Look Like they have implemented origentation wrong, because i have not seen that issue on those android phones. I guess i might have detect the resoulution wrong.

Mightbeen its have detected a vertical resoulution first? I have a idea.

Sound is a area android is bad on sine devices, but might have a idea.

The sucker level is still on the easy area and hence it's should not been that hard so people can complete it. Mightbeen I should add something to been moved away in the last bit on the level?

There a other level similar to this later, but harder :-).

Nice elsewise it's run that rock solid 30fps speed.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on January 30, 2012, 07:51:19 PM
The sucker level is easy to complete. I just found it dull as I had to do the same thing three times to move the ball and it was just about repetition and required no thought. I enjoy the levels most where I have to think or can race around eating cheese lol..
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on January 30, 2012, 09:18:32 PM
[LINK REMOVED] - can you test this one, where I swap X and Y for orientation (and hopefully not turn 180 degree wrong or something, but I do a manually rotation as I wrote before in next version for Android users).

I hope you like the updated "sucker" level :-D, and you need to think about little more in the level now. (oops I also came to delete a post, which was a screenshot of the redesigned level).

EDIT:

I guess I know what it happens with the strange orientation issue. I guess its due the default of the game was started in the landscape mode, but its was forced into portrait mode (due a line in a manifest file), and then not have taking account to that. So its might been why it rotated 90 degree wrong. I just updated 0034-2 again and hopefully that issue fixed now?

Title: Re: My New Project: Greedy Mouse
Post by: Flash on January 31, 2012, 12:34:19 AM
Ok, I will grab it tomorrow and let you know.

Fingers crossed.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on February 02, 2012, 02:52:08 PM
It is mostly working now. The screen rotates correctky, but the button strip does not. Also, joy pad is on right and camera is on the left when rotated.

If you go into standby and then resume, the icons go white.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on February 02, 2012, 03:39:43 PM
And jungool should not been there too, due I not want to ads a game on a competer platform, you can't get the game (but stay on iOS and desktop of course), it's would only annoying the user.

Do the icons load correctly when you select something (after the white icons)? (icons graphics should reload here).

Camera and joy icons as well icon strip rotation is not bugs, so all ok. It's would fell wrong you need to rotate 90 degree to use the icons. So here nothing I really can due.

Thanks or the feedback (did the sucker level changed?)
Title: Re: My New Project: Greedy Mouse
Post by: Flash on February 02, 2012, 03:46:02 PM
The joystick was on the left before?

Sucker is better as there is a little bit of thought involved now. Quite liked Stairs level as that was a bit boulder dash and a change of pace.

With the icons, if you enter the game and go home again, they are back. All you need to to is refresh them when the app regains focus.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on February 02, 2012, 03:57:51 PM
You might changed hands in its game setting? The game support right and left hands.

I add some refresh code after a resume. Might have corrupted. Should been easy to fix.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on February 02, 2012, 07:21:55 PM
The menu at the bottom, that doesn't rotate is nothing I cant do before I have such a device on my hand. I guess its that you mean, not the game its self? By now I have locked the rotation to the default, so its don't interfere with the screen. I can try with auto rotation from the device, but by now its software based until I got such a device.

Howover that could also mean the joypad would not interfere with the menu, so you don't can accident hit them, example played rotated 180 degree (menu rotated in top). So its both good and bad.

Its no big issue. But I will look on that later.

I have no Android device actually, so all feedback have been from friends (you and 2 others). I look on that later. I do NEED such a device (I get one or two next month). Sound is really bad on some Android devices, but I could use music commands for samples that help very much on the delay (Amazon Kindle Fire example is very bad sound mixer, which can been used by a setting and have strange mouse cords issue with glbasic).

Here the newest version (I put that in first thread too), hopefully its now icon stripe refresh correct now?
[LINK REMOVED]

PS. If the solitaire game come to Android I'm very happy to put that on instead.

PPS. Nice big resoulution its actuelly have :-D and scaling seen works perfectly.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on February 03, 2012, 01:05:45 AM
ok, will check it out tomorrow.

ps. on second world and need 2 damn stars for the next section.. grrrr.. Oh joy! LOL
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on February 03, 2012, 05:18:01 AM
All levels should been possible to get 4 stars, and if you got fat with max around one/two deads, you should still possible to get 3 stars.

I guess you have a level with you only got one or two stars?
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on February 06, 2012, 06:44:20 AM
did you tested if the newest version works?

In the next version (from .35). Many levels in medium1 have been changed a little bit (center, castle, dungeon 2), since I think they was a little bit too hard for a medium 1 levels (but still require thinking of course, much more than simple levels). Also I did added a level in simple 1 as well simple 2 (if you not have noticed that, so they also have 11 levels total (its allready in).
Title: Re: My New Project: Greedy Mouse
Post by: Flash on February 06, 2012, 10:19:51 AM
No, sorry. I did not get a chance over the weekend. I will do today.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on February 07, 2012, 12:06:57 PM
There is a problem with the joystick. If I set it to be on the left and then bring up the menu and press 'play', the joystick is back on the right?

Also, Sucker, are you sure it is possible to get 4 stars? I have tried many times at turbo speed and can only get two.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on February 07, 2012, 02:01:13 PM
I look for both issue what it's happens.

- Sucker 2 star issue is fixed, sorry about it. There was fewer cheeses in the changed level and I did not updated required points for that. I have now set it to 1650 for 4 stars, which shoud been quite possible.

- The Joypad is more a strange issue..... Its should only been happens if you quit and go back to the game, then so joypad is back to right side again? Then issue was that setting was not saved to config.

PS. If there is other unfair required about stars and such, let me known.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on February 07, 2012, 02:49:22 PM
Android version updated to 00.35, also finished 4 areas, howover there can of course still been issues and some unfairness that might need to been cleaned out (hard 1 village would been completely changed).

The last added level is a little gestures to Expandable Wall from Boulderdash, used in 2 medium 2 levels (one level is just closing its tunnel when passed).

PS. Before update make sure to delete levels content folder, before updating. This due there is many changes and renaming since the 0034 version (around 10 levels or such). The folder should been recreated again with the update (and also might messing up save game, not data/config/status, only level content itself on level which should fix itself again after a level changes).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on February 20, 2012, 06:42:12 AM
[LINK REMOVED] and now began to design some wacky levels.

I gonna thinks those areas should named someting different as well some level names? There is a little playground tiles on the Wacky village area which would been removed later. Also you does not need to require 12 stars to go back to main villages anymore (except the first area), but you still need 12 stars to open the next two areas.

One of the lastest fun level I created is inspirated from Mini Sweeper :), so inspiration have came from various games yet.

(http://dl.dropbox.com/u/3236515/GreedyMouse/minesweeper.jpg)

also of course some unfairness have been removed and its contains 48 levels so far.

PS. The none clay floor from Area 3+ (seen on this screenshots) is just a fun test, its will been changed later.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on February 20, 2012, 09:43:07 AM
Looking good. I will grab today and see if I can get that last star I need to progress. Will leave you some feedback later.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on February 20, 2012, 02:53:29 PM
which star is you missing? There might been some unfair star on some other levels, but I hope I got fixed them all. I guess you trying to get all 4 stars from each levels? Also if you missing a start on on main area, that mean I might have added a level (I guess you allready have seen them).

Also you now allways get one star to complete a level, so you no longer can get nothing (except if you was so bad you got under 100 pts on that). Its was not really fair.

Title: Re: My New Project: Greedy Mouse
Post by: Flash on February 20, 2012, 03:01:40 PM
Not missing a star, just need one more to access next area. I have several levels that I only got two stars on, so just need to give them another go. Sadly, they are all more involved levels with many tasks and not the easier quicker levels.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on February 20, 2012, 03:26:19 PM
ah, ok. that mean they cant been dull like sucker, hehe? Of course medium require more tasks. Sometimes I might have do a level a bit too big? But I did have reduced some of them recently (one or two versions ago me thinks).

In normal gameplay you should get 3 stars for getting fat and 4 if you did not died (or rarely even you did once on few levels, its depend where you died). There is no penaty at all if you died after got all chesses.


Also min 12 stars from a area unlock the next 2 areas, and you can now return without getting 12 stars (but does not unlock the next to areas throught).

PS. Face in medium area (Area 3) was such a level that got a bit smaller. Center in Area 3 did required a bit too many tasks as well me think. So yes I did reduced some of them.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 07, 2012, 01:35:23 PM
65 levels so far :-D (village levels not counted).

I created wacky area finished as well a another area, which can been unlockable if got 6 stars in main level (typical after area 2).

Those bonus areas I trying to keep all levels on one theme, here I created 7 levels on a "diamonds & stone" variant and only used dirt, walls, balls and cheeses. Unlike regular levels, you need to chase all cheeses before you can exit. You cannot die on those levels, but you can still been blocked. Of course you can still collect stars to easier to unlock future bonus areas (I planning 2 more). The next theme is property classic labyrinth theme.

(http://dl.dropbox.com/u/3236515/GreedyMouse/cheeses%26balls.png)

Howover I still not sure what those different areas actually should been named.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 07, 2012, 07:42:03 PM
today I also made a litte public annonce in the glbasic thread, since I want more level beta testers:
http://www.glbasic.com/forum/index.php?topic=7789.0

So the game is no more that secret anymore.... (but wait to move this thread, due executables need to been removed from this thread, since those is not public yet).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 11, 2012, 05:15:53 PM
Can you guess which game I took inspiration for this water level (which would been in bonus section two, since its very maze over it):
(http://dl.dropbox.com/u/3236515/GreedyMouse/guess.png)

The level its should would been too easy as a regular level, buts excellent as a bonus level, hence its would been unlockable bonus level (there is minimum 7 total, most is various classic mazes).
Title: Re: My New Project: Greedy Mouse
Post by: Flash on March 11, 2012, 06:42:42 PM
It reminds me of Rally-X meets Jungool...
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 11, 2012, 06:57:20 PM
hehe  :). On Commodore 64 its was a clone with name "Radar Rat Race", which is pretty very close refer for this game as well, so mightbeen I should do a remake of that? hehe.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 18, 2012, 04:32:09 PM
More more placeholders is now going to been replaced with clay tiles and a new floor today. hurray. I also registred the title at Apple (but could not do at Google, but not checked with HP yet). So we have around 2 month to complete (all features is done, only need design 9 levels as well few various none game features, which might been included or not).

But after work today we actuelly only have Wacky 2 area to been completed, all 4 bonus areas is now finished.

Howover I do need help to which kind of music (royalty free or small license) which should been used, since I not planning to doing that my self this time (but music is really not needed at all as well, so none important).

Also I would also want to have a very great description of the game, which I could sell under various stores on various platforms. Some of you can help me with that? Here Ben or Micheal or Soren is property much better than me.

The game final total levels would been property 80 levels in v1.0 (if Wacky 2 Area got 9 levels). I might not use all levels in v1.0, but waiting for v1.1.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 21, 2012, 09:40:53 PM
I have removed all links now, so its completly fine if you move this to "Other Projects" now. As I read there is no more personal thing and binary anymore. So fell free to do that, the game have been annonced in the glbasic. So no secret anymore and some of those screens is fun to watch what it have been happens when I started on that for public.

I do still really want some help around description (etc, ok if you remove realname in last post, but I guess its no secret here, hehe).

Here is the lastest screenshot (planning in light version of the game with around 15-21 with many modificed or reduced levels, so not 100% from paid version):

(http://dl.dropbox.com/u/3236515/GreedyMouse/lightvilliage.png)

tomorrow of freday I see I send a new iOS and Android build with new content and more finished clay tiles.

PS. Please Note to public users, there is still a lots of placeholder graphics which is ongoing to been replaced.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 22, 2012, 08:21:03 PM
OK I trying to start some description, I guess there is a lots of spelling and such....



GREEDY MOUSE is a clay based puzzle game with focus to solving.

In a clay based underground world, there is a mouse living. The mouse is very hungry and is going to been greedy. So you want to eat all cheese there exists in various mazes, which many cheeses is got puzzled behind various items. So can you solve the maze and get all cheeses, so you become fat to get your 4 stars in each level?

Unlike many tile games of this style, there is a little twist:
- You cannot move your mouse while a item is moving.

This little twist element reaction and general action, so you are need to thinking and solve various mouse when you stepped correct and not got blocked or trapped. All cheeses is possible to been eaten, but not all is required to complete a level (but you often not got 4 stars of course). Also 4 stars from each level is also not required to complete all levels in this game!

Featuring:
* 80+ various puzzles levels
* Many fun objects to been pushed and even can got pulled
* smash your way thought the puzzled mazes
* Mouse can been fat (which mean double scoring and better 3 and 4 star reward)
* no fast reaction required
* no reset when you got died, your mouse is just respawn again on the start spot
* Very sharp real clay based graphics
* Supporting all resolutions, including "The New iPad"


Something I missing and could been better?
Title: Re: My New Project: Greedy Mouse
Post by: Zzaped! on March 23, 2012, 12:50:46 PM
Radar Rat Race was the first game I bought for my C=64, also one of the few that had endless replays inside my brain when trying to sleep after playing it way too much (based on Atari's Rally X, but perfect balance between enemies and player characters made the Rat Race the better game).

Can see that the whole is not a remake, but looks like a really nice tribute on that level! Still "smart"-phone free me (seriously, a lot of the people carrying them are from the dimmest and most rude percentiles of the human overpopulation) probably won't get to see it.

Looks really nice.

Also a question for the developer team, an i-device carrying rock and roll friend likes platform games, but the last time I recommended Jungool to someone of a similar persuasion, the person concerned told me it wasn't even on the Japanese "i-Store" (sorry, I prefer "shop" and always will). Being strongly opposed to Apple's bullshit propaganda, I don't care to check it myself, but is it true?
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 23, 2012, 05:42:52 PM
here I want to hear Flash and Headkaze why Jungool is not on Japanse AppStore if your refer that? good one. After looking in iTunes connect I think its a Japanese Tax issue here. They need some info. Here im not sure I can do the same as well for this game....

And yes. The gameplay it self is still Greedy Mouse and those enemy mice does not move (somewhere like the bonus level). So its nothing like a remake (but could been fun), but yes just a little tribute to that level (just like I did for the pacman level). There is five of them with different cheese placement and got harder to get them before water drown you.

Also this game would release to iOS, WebOS as well Android. Desktops version will fellow later. So this is not a exclusive iDevice game. Its designed as a multiplatform game.
Title: Re: My New Project: Greedy Mouse
Post by: Zzaped! on March 27, 2012, 10:04:59 AM
In a bit of a messy state, from a client cancelling my work on the same day (within their rights because I'm a contractor), two bag-snatching incidents (never got anything back), lack of cooperation from a senior policeman on the occasion I saw the thieves (not Japanese, pretty sure I've seen the second one, too), and the earthquake (believe me, if you've not experienced anything like it, you've no idea), but won't labour all that.

This is the wrong thread, but I feel like a bit of a fool for recommending Jungool to people here because they can't even see it listed, let alone buy it. My fault, I know, but not being an iPerson, I have little idea how the whole thing works. Seems to me that this is an ideal market for a bright roundel platformer, most gamers here still like that kind of thing. As I said before, if it's a language problem or similar, I really appreciated the other games (and local friends and acquaintances particularly liked the visual style of MMtLL, although several complained in terms like 'It's not Mario'), so if it only takes time within reason, will help if I can.

Serial minor earthquakes right now, used to be nonchalant about them, not any more.

Spacey, the puzzly RRR tribute looks very nice.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 27, 2012, 10:13:44 AM
its more a tax issue and I guess its can been fixed..... So hopefully we see its on Japanse store as well :-D. I cannot do anything, since its a another dev account (that one HeadKaze use).
Title: Re: My New Project: Greedy Mouse
Post by: Flash on March 27, 2012, 11:12:30 AM
This is the wrong thread, but I feel like a bit of a fool for recommending Jungool to people here because they can't even see it listed, let alone buy it. My fault, I know, but not being an iPerson, I have little idea how the whole thing works. Seems to me that this is an ideal market for a bright roundel platformer, most gamers here still like that kind of thing. As I said before, if it's a language problem or similar, I really appreciated the other games (and local friends and acquaintances particularly liked the visual style of MMtLL, although several complained in terms like 'It's not Mario'), so if it only takes time within reason, will help if I can.
That is SO strange,

We have sales from Japan, Korea, China, in fact, every iTunes store there is. So, I can 100% say, 'it is available in ALL iTunes stores'. Why your friends cannot find it is a mystery.
Title: Re: My New Project: Greedy Mouse
Post by: Zzaped! on March 27, 2012, 01:09:06 PM
That was last year, perhaps the situation has changed, and, though I don't like the iEcosystem, I may or may not be part of it, but if I were, would do my work as consciensiously as for any other outfit ('cept weapon mfrs &c.) 

OK, I don't mind correction and never made a strong assertion here, sure don't deserve thetone of the reply, so post a screenshot of the listing for Jungool on the Japanese iShop.
Title: Re: My New Project: Greedy Mouse
Post by: headkaze on March 27, 2012, 01:22:07 PM
We're definately on the Japanese store as we've had a review from there.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on March 27, 2012, 11:51:58 PM
sure don't deserve thetone of the reply,
Sorry, I am sure I never meant to sound obtuse.

(I have no idea how to access the jap store as searching is not always by english names)

Japanese text in review translates to 'For the first time so fun!' (or there abouts)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 28, 2012, 04:41:18 AM
would been nice to split the japanse thread issue, since its can confuction the talk between this issue and greedy mouse. Mightbeen?
Title: Re: My New Project: Greedy Mouse
Post by: Flash on March 28, 2012, 08:36:21 AM
Sorry about that.

Right, back to greedy mouse.......
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 28, 2012, 12:33:51 PM
hi all ok, its was actuelly a nice issue, since I noticed there is some different thing to do in japanse and nice to aware about it.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on March 30, 2012, 09:39:39 PM
GREEDY MOUSE is a clay based puzzle game with focus to solving.

In this clay based underground world, there is a mouse. That mouse is very hungry. That mouse want to chase and eat any cheeses it can get in its way. Howover the mouse is confusion how to get them due all those wierd items. Some cheeses might even located on a wall, just confuction the mouse even more.

This game is a puzzle game with no reaction focus at all (except few water based level, where time can been a bit strict, but still fun to race). Unlike many games with this style, you cannot move your mouse, and only one item is moving as well.....


Featuring:
* 96 levels and 11 villages
* Very sharp real clay based graphics
* Many fun items to been pushed and some even pull after you
* smash your way thought the puzzled mazes
* Mouse can been fat (which mean double scoring)
* no fast reaction required
* no reset when you died, your mouse is just respawn again on start spot
* Supporting all resolutions, including "The New iPad"


Is this sound better and is some grammatic and spelling errors here and there?
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on April 01, 2012, 09:06:17 PM
I gonna think we should go this direction with the graphics:

(http://dl.dropbox.com/u/3236515/GreedyMouse/newstyle.png)

Hower its a bit tolate with a April fool in danish time, but funny photoshop filter, hehe.

Mightbeen the Konami Code could been used to invoke that graphics, hehe.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on April 01, 2012, 09:10:42 PM
ha ha ha ha...
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on April 01, 2012, 09:21:12 PM
Y'know, april fools jokes should "be announced" before noon (frokost) or they're not really accepted. :)

Oh, and Allan, remember to changes that "Stjerner" at the top to "Stars" before you're done. ;)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on April 02, 2012, 05:00:36 AM
It's because its used the danish language file and not the english one. All level names is still in english and is still yet to implement a multi language for level names as well. Howover there is not many words used in this game and have tried to use so few as possible.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on April 16, 2012, 08:04:16 PM
have some of you brought a "The New iPad" so I can got Greedy Mouse tested on (and how its perform on its Retina screen)?

Title: Re: My New Project: Greedy Mouse
Post by: Flash on April 16, 2012, 08:56:45 PM
Yep. I have one to hand...
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on April 17, 2012, 05:37:08 AM
I hope you can test in the fellow days, but my pc died yesterday (mobo Issue). Can you pm your udid number?

I update iOS when I fixed pc... (glbasic IDE is windows only).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on April 19, 2012, 06:14:06 PM
Iøm ready to compile iOS versions again (all PC part is now up again), but before I do doing only for the Jungool Members (as well those other 2 of course), please PM me your Udid numbers so I can got them included).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on April 21, 2012, 07:01:47 PM
(http://dl.dropbox.com/u/3236515/GreedyMouse/snow.png)

Yes I used Sokuray code, but modificed a bit (to support different resolutions as well framerate).

So finally I used it  :).

PS. Yes still in danish, but of course there is a english version too, hehe.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on April 21, 2012, 11:23:22 PM
Ok, one picture shows me walking off the screen (or rather, the level stopped scrolling). This happened when I used the map and then returned to play.

Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on April 22, 2012, 05:17:00 AM
Edit 1:
Strange... Look like its diddent zoom back again, so I guess it's did only center to the mouse again? But did never zoom in?

But damn, its look excellent in that resoulution and its still hold at 60fps  8).

Edit 2:
I have invoked the bug with iPad 3.3 settings. So I must see what it happens and why its dosent zoom back again.

Edit 3:
The bug fixed in next version, a really silly one line bug. its did only zoom back again if C_ZOOM# was over 1.0, oops (that you see on the second bottom line).
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on April 22, 2012, 09:38:43 PM
Yes I used Sokuray code, but modificed a bit (to support different resolutions as well framerate).

So finally I used it  :).

Cool.
...but what did you use, exactly? ;) :)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 11, 2012, 09:36:25 PM
Now I seen someone using "Greedy Mouse" as a title in Google Play, which is quite annoying to see (even its possible to use same title, unlike iOS). We of course have some trouble using that for Facebook, which is also taken (directed to someone woman, completely unrelated).

What do you think is best as a another word to "Greedy Mouse", that doesn't confuse with other games and eventuality facebook URL?

I have thinks something like those?
Clay Greedy Mouse
Greedy Mouse: Clayed
Greedy Mouse: Clay
Clay Greedymouse
Cheese Greedymouse


I do think "Clay" as word is much more description than Cheese in this game, because the whole game is made in clay and there is not a lots of them and hence its unique and I think its should been nice to avoid eventually confutation.

Its some time ago I wrote about this game, but the graphics is more more clean and better. I love this new mouse:
(https://dl.dropbox.com/u/3236515/GreedyMouse/GreedyMouseScreens/31-07/avoid.png)

Edit: just I go to bed, I got a idea to use that subtitle in splash loading screen, so it's actuelly got used. Here it's could mightbeen just been a fun name to the mouse?

PS. A post about Jungool is left unsswered, but dont worry. Also if you want me to beta test winsol v1.1, then let me know. I happy to do that.

Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 12, 2012, 07:46:08 AM
I still like 'Munchy Mouse'
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 20, 2012, 07:35:00 PM
Is some time ago I released a beta here (which I would do in the private forum to us team members. Here is the screenshot from the newest version:

(https://dl.dropbox.com/u/3236515/GreedyMouse/GreedyMouseScreens/water3.png)

Yes water and interface look awesome clayed.

The goal is near soon, howver i would not have time to add Gamecenter, OpenFeint (now Gree and its now required change), Dropbox support or such for v1.0. Howover only menu icons as well font is still only major missing (rest is just small thing and not directly required).
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 20, 2012, 07:45:26 PM
It is looking REALLY cool..

So, When can I buy it?........
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 20, 2012, 07:48:15 PM
ps.

You really must add GC and OF (Gree) support... I demand it LOL...

(Pretty Please!!!)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 20, 2012, 08:12:08 PM
I would love Gree as well GC support. Also I would also add Gree support for Android, but impossible due GlBasic in current version dosent support java calls yet from c++ which is required.

Its better for me for polish the game so much in its first version and then add extra services for v1.1 (as well eventuelly bug fixes as allways).

Actuelly most important is really savegame synchronising which I want to shared for all platforms the user might have, not just iOS, but also Dekstop as well Android version with same account. Here I thinks iCloud/Dropbox/FTP is more important. Dropbox would been best soulution me things for universal support.

The game have also not really designed for archivements, but there could add hiscore support without problems (the is a scoring system for getting stars, but its also save scoring for all levels).

PS. Can I get some code example how its works (in the private forum)?
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 21, 2012, 01:00:11 PM
I think its not many weeks, max one month to we upload a binary. Font, Menu as well tips still ned to been done. howover tips can been disabled eventuelly. Also I can upload a new demo in the private forum for both iOS and Androd.

Water is much more awesome now and low much more professionel (I like those levels now). The water is animated in 4 frames. The game is still hold very well under 50mb limit.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 22, 2012, 08:19:54 PM
Here is a WIP work, which is still early on the menu, but was worked on that today:
(https://dl.dropbox.com/u/3236515/GreedyMouse/newmenu.png)

Font and some icons is of course still been worked or need to been works on, but give a idea how its would look. I think its much better than the previous ones.

Quit exists on all other systems than iOS. Difficulty is now named "Normal" and "Genius". This due later levels can been very hard, while Normal is of course easier and more causel playing. I think its a comprimise with the difficulty in the game.
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on August 23, 2012, 08:46:03 PM
I love the look of the water and how seamless it tiles.
Also, very cute buttons on the last picture.

...it's really coming together. :)
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 28, 2012, 07:42:09 PM
Here newest screen:
(http://dl.dropbox.com/u/3236515/GreedyMouse/GreedyMouseScreens/menufont.png)


Only tips and decorations left! (yes Swipe got over white ball and cause a bit unreadable, but remember the menu can scroll, so no need to change gamma anymore).

I think its about 2 weeks work left to do much tips and decorations as possible. Rest can been done in v1.1. Android version should been in this week (Beta).

PS. Yes I forgot to change language to English again (auto detect).
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 28, 2012, 07:47:53 PM
do I get an Android or iOS build to test before release?

Also, will a new demo reset my progress?
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 28, 2012, 07:50:36 PM
Also, the only other thing I think you are really missing is a 'Genius Greedy Mouse' logo in clay... (Rather than just letters)...
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 28, 2012, 08:16:36 PM
I was and is not sure its was needed and save space, but we might do that with logo, eventuelly with the mouse logo button allready have left for the text (and we might do a fully clayed logo, its a bit hard due portrait <-> landscape modes).

Also sadly yes savegame would been restet, because I found a hash bug last month (path got hashed, but its seen was a very bad idea), and I could not escape to fix previous saves. Howover there is a cheatcode to open all locked doors. Sorry about it, but savegames hash should work in the future.

Im not on mac today, but I can fast send a Android version in the more private thread (is being upload a v0.58). Etc there is a "Normal" and a "Genius" diffucty in nearly each level and you can get max 3 stars on normal and 4 in genius. Here its would need to been improved visual, so I know that. that is absolutte the last important thing to do.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 29, 2012, 08:39:42 PM
actuelly we allready have a unused menu button with the mouse, which could been perfectly been used as a logo too under the text.... So property its all we do for adding a nice clay logo.

Also currectly we claying out and working on tips as well signs by now.

We are not 100% sure about the music (which is homemade by my friend band), but howvoer I hopeing we can got a second release on the elsewise nice song. Howover the volume have been turned a but down, so its dosent dominate the game.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on August 30, 2012, 08:02:24 AM
I actually like the music and the whistling is a good idea. I think you could do a little bit more with it though, but it is surprisingly fitting.

Was having a play yesterday and looking great. I decided to start from the beginning without cheats. One thing I noticed is that the fps appears lower than what I remembered? I cannot give an exact figure but would think less than 30 fps perhaps? It is certainly not smooth. It could have always been like that because the last version I tested was ios and that ran at full frame rate and that is what I am perhaps remembering. Either that, or my android tablet is on a go-slow.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 30, 2012, 03:03:52 PM
Can you invoke a "up up left left down down right right camera menu" cheatcode, then take a screenshot of the info that should appear on the bottom?

 S: show how much it's take to flip in ms, P: for paint, T: number of tiles, U: update() and F: on the right is fps.

It's property some sort scaling and it's might have zoom too much out (or music, which is in ogg format). For most fix, 2 star graphics setting disable scaling and It's still look great. Here it's should run 25fps (3 star should run 30fps).

Later I for fun try to disable smoothing as well, but im not home yet.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 30, 2012, 07:38:31 PM
On my HP Touchpad tablet its look like its music that can impact to the performence and got its something lagging sometime. So its seen music playing is software based, either is not hardwarebased or its uses the maintread to the mixer instead using own thread. I think what I can do with the music issue.

Until then you can tryout disable the music (Left Right Left Up Camera Menu), until there is toogle icon in the options to disable it. I hope we can record a new improvement version of the tune. Howover its not me that created the music, but a friend of mine this time.

Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on August 31, 2012, 03:53:37 PM
Today tips is being worked on, the only area that doesn't contain clay, but simple pixel art (which was planned from near beginning):

(http://dl.dropbox.com/u/3236515/GreedyMouse/GreedyMouseScreens/tips.png)

Its works surprises well with that small retro fell.

PS. I still invite what going with the android slowdown, I do pretty sure its due music (which I guess use too much cpu, which is in ogg format and its not hardware, unlike iOS) and not as I excepted graphics. I looking about format that elsewise can been used this week.

PPS. In next version, I now automatic uses MUSIC commands for SoundFX, which cause music to been stopped when outside main villiage (but still playing in menu). This have prove to been better on some Android devices (but I do only have one sound channel, but its a tradeoff). This is only done for 1 and 2 stars graphics settings.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 03, 2012, 03:54:19 PM
Also v1.0 should been finished in about two weeks and i begin prepare uploads to Google Play and AppStore.

This game also taking more time as excepted :-), typical.

Also music can in next version possible to turn of in option. So if there is lag in android version, this should been trying first. In your version it's can been done with a cheatcode.
Title: Re: My New Project: Greedy Mouse
Post by: Flash on September 03, 2012, 04:43:54 PM
Can you invoke a "up up left left down down right right camera menu" cheatcode, then take a screenshot of the info that should appear on the bottom?

I have tried and tried, and nothing happens for me :(
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 03, 2012, 07:43:17 PM
hmm? should work like I do in this video (howover the first attempt filed, since I diddent press down correctly second time):
http://dl.dropbox.com/u/3236515/GreedyMouse/infocheat.mp4


Im also going to uplaod a v0.60, where save games should still works.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 05, 2012, 09:04:59 PM
There was some that might get lost in the game, so we added this sign (which is stil need a bit more work):

(https://dl.dropbox.com/u/3236515/GreedyMouse/wheregreedy.png)

This happens when you leave or enter main village. Here in danish i called main village "Hoved Ingangen" (Main Entrance). Not sure, but what is best named, "Main Entrance" or "Main Village"?

PS. As I wrote before I dont have time to add gamecenter, GREE, dropbox, ICoud support because i want this game out this month, but I might and trying to add them in v1.1. iCloud is absolute most important (autosave between devices) for iOS. I hope here I could get some codning help (which would been easier, but all those would been v1.1 or v1.2).
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 09, 2012, 09:00:09 PM
how goes?

I'm have this weekend programmed some tips based achievements, which will service progress as well as endgame, while there is some level based. By now I have programmed 8 of them and they would been show in main village, when you got them and got message when went back again (tips still to been drawn). We still not sure about endgame, so its must wait to v1.1, but achievement like those do I think is a pretty nice alternative and they does use very much space.

As I said previous, its would been nice if HZ or flash could help with iCloud and/or GameCenter and/or Gree Support. Its more how its works and how its interfere, so its easier to checks how its works and you have experimented with that. GLbasic is not required, since its can call c functions from iOS without issues (property only limit by my skill, hehe), but still not Java code for Android. Howover those would eventually to been supported in v1.1. in v1.0 I have full focus to get the game finished and get it out to market.

Genius Greedy Mouse would been released to Android first (as a beta) in next week in Google Play (as a beta), while I send a binary to Apple a week after (as a v1.0). You know the Approval from Apple take a much longer time than Goggle would..

Title: Re: My New Project: Greedy Mouse
Post by: headkaze on September 10, 2012, 03:30:55 AM
I have never played with iCloud support so I can't help there.

I have not updated my OpenFeint code to support Gree yet but I can send you the OF code. From what I've seen my OF code is pretty useless now as Gree has changed the way you need to handle things.
Title: Re: My New Project: Greedy Mouse
Post by: Sokurah on September 10, 2012, 07:07:18 AM
Okay, I have to ask now.

...I've seen Gree referred to several times...but what is it? :) ...is it basically just the same as OpenFeint?
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 10, 2012, 11:16:07 AM
Openfeint is brought up and changed the service to Gree by a Japanese company.
Title: Re: My New Project: Greedy Mouse
Post by: spacefractal on September 15, 2012, 06:02:14 PM
(http://blog.spacefractal.com/wp-content/uploads/2012/09/geniusgreedymouse_feature1b.png)

The game would been in Google Play tomorrow or least Monday as a v0.99beta. For iOS version we need a another week to finish of the last remaining graphics (decoratings only) and then send the binary as a full v1.00 game to Apple (which also take some weeks due approval take time).
Title: Re: Android Official: Greedy Mouse
Post by: spacefractal on September 17, 2012, 09:41:45 PM
The game is finally out as beta on Google Play! Its took time to get that goa with more graphics than exceptedl:
https://play.google.com/store/apps/details?id=com.spacefractal.greedymouse

The iOS version might still take about 3-5 weeks, because I need a another week and the approvements of course take some time (im exiting the iCade bug is just fixed in time in GlBasic 11).

Also Im aware at most Android users never buying anything, so Im are still researching a possible way to integrate ads in the game (but will not replace the current version, which remain paid). Howover today I found a function in glbasic -> java call in SDLActivity.java, which open a webbrowser. I thinks I mightbeen could abuse that function to doing different thing its was used for. Here I will tryout inneractive.com, which seen its the easist adsnetwork of that type I looking for (googles Admob is too compliced).
Title: Re: Beta Android Official: Greedy Mouse
Post by: Flash on September 17, 2012, 10:37:50 PM
Excellent.

Ps. Love the main screen above.
Title: Re: Beta Android Official: Greedy Mouse
Post by: Sokurah on September 18, 2012, 06:59:26 AM
Yeah, that big pink mouse looks cute. :)
Title: Re: Beta Android Official: Greedy Mouse
Post by: spacefractal on September 22, 2012, 04:42:24 PM
Today finally, I have just uploaded a Binary to Apple. Hopefully they don't reject this for oversaw issues, despite its a arm7 only game (and its a none beta game of course).

Howover I also dedicated its will been arm7 cpus only, etc the game require a 3gs or better (since I don't have such a older devices). Also I do have some trouble to get arm6 binary working and get it validated. So this is more a safe reason.

That is why the game will require iOS4.3 or better, that is simply because arm6 dont exist to that OS, and hence its wont been required to get a working arm6 binary there. Its a only reason. Something I look after release of v1.0.

Also I fixed some issues for Android version, which is now in 0.99.3 beta, here its now allowed to install on SDCARD and then save a bounch of internal memory.

Now in next week I look on the music for Black Window, which got delayed for me (sorry Sokky).
Title: Re: Beta Android Official: Greedy Mouse
Post by: Flash on September 22, 2012, 04:53:52 PM
It did grab the droid release (purchased) and left you a little review.

Good luck with the apple submit. Arm6 is no longer available in the latest 4.5 Xcode build. So, looks like 7 is the only option now anyway.
Title: Re: Beta Android Official: Greedy Mouse
Post by: spacefractal on September 22, 2012, 06:21:10 PM
You have a Acer Picasso (picasso).. I have just rejected the binary and upload a new one with xcode 4.5. I thinks since I not use arm6 anyway, I think its more important to support iPhone 5 (since Im not using below iOS 4.3 anyway). I have not tested it, but its should works and imply same settings as 4s.

Property if I do a SD version I would go for arm6 directly as a new app.
Title: Re: Beta Android Official: Greedy Mouse
Post by: Flash on September 23, 2012, 07:46:46 AM
With the iPhone 5 you can utilise the width of the screen as well. That would be nice for the game to be able to see more of the level. If you want to, I could always test for you.
Title: Re: Beta Android Official: Greedy Mouse
Post by: spacefractal on September 23, 2012, 01:58:55 PM
its should work if Apple approve the game and got passe the review. I hope that :-D.

I did rejected the binary yesterday, upgraded to xcode 4.5 and re upload a new one to make sure its would utility the new resolution. The game its self was designed with use of any resolutions in mind (up to around 2600px wide, before its will zoom out to show more tiles).

PS. I dont know why I forgot that, of course if you want to test on our new iphone 5, just give me your udid. I have to compile a adhoc version to you.
Title: Re: Beta Android Official: Greedy Mouse
Post by: Sokurah on September 23, 2012, 09:36:34 PM
I've just pre-ordered the iPhone 5. I launches here on the 28th, but I have to admit that I'm not 100% sure I'll even do it when I get the chance (I may not be in the first batch that gets the chance). Let's see what happens...but I probably will. :)
Title: Re: Beta Android Official: Greedy Mouse
Post by: spacefractal on October 01, 2012, 10:02:49 AM
Found a crash bug today, so I need to reject the binary, and reupload a new. So the game is little big delayed. Its a easy fix trought (level 7 crashed on the first level village). Same bug exists in Android version, but here its much easier to reupload a new binary to Google Play.

damn, but that happens sometimes, but luckely that bug got found before release (even you could skip that level without issue).
Title: Re: Beta Android Official: Greedy Mouse
Post by: sverx on October 01, 2012, 01:17:43 PM
I guess you mean ARM v7, not ARM7 ;)
Title: Re: Beta Android Official: Greedy Mouse
Post by: spacefractal on October 03, 2012, 01:35:15 PM
look like you known what he talked about, hehe.

Today once more rejection and resubmit (Im Tired about it, I want that game "out of my door"), due a stupid bug in main menu. I hope its last time Im doing that, so I dont delay around 2 weeks constactly.

Howover today I also submitted the game to HP for review for WebOS. Here I hope its goes well, while I have not tested for Pre devices, its works pretty nice for HP Touchpad. Since WebOS is a target in glbasic, so why not support that too? Its far somewhere easier than both Android and iOS to development for.
Title: Re: Beta Android Official: Greedy Mouse
Post by: Flash on October 06, 2012, 08:08:37 AM
I hope it goes through for you this time mate.
Title: Re: Beta Android Official: Greedy Mouse
Post by: spacefractal on October 07, 2012, 01:21:03 PM
I guess I dont need do anymore for last bugfixes now. Seen all works fine and have looked for the WebOS release by now (which there is some trouble, but should been fixed by it self soon).
Title: Re: Beta Android Official: Greedy Mouse
Post by: spacefractal on October 07, 2012, 05:07:14 PM
Its seen iOS6 have not improvement very much, but have degraded Greedy Mouse very much. Yesterday I upgraded on my new ipad, now the game only run at 45fps and the frameskip failed (and even the alpahed and colored polygons now suddently slowdown as hell)? That quite annoying since the game have been run 60fps in iOS5 on same machine.

I guess that due CPU have now been underclocked (to 886mhz as I have read), and I have no clue how to it back to original 1ghz, so its can run 60fps again. But this time I have dedicated NOT reject and reupload. This because its might not been happens on the release version or its only happens on contain devices. Howover the slowdown issue have been fixed, and I have a better frameskip now and colored polygons now only use on sings and menu, where eventuelly frameskips dont got noticed eventuelly there.

That also mean I use the next 2 weeks to fix eventuelt other bugs and improvement some levels and then I will upload that soon Apple either have rejected or approvement it.

Title: Re: Beta Android Official: Greedy Mouse
Post by: Flash on October 08, 2012, 07:01:31 AM
It may be down to the way glbasic interfaces with ios6. Perhaps an update is in the works? We certainly have seen no performance drop in jungool?
Title: Re: Beta Android Official: Greedy Mouse
Post by: spacefractal on October 08, 2012, 10:55:32 AM
Jungool allready run at 30fps and its pretty safe to use 30fps.

Yes its might saved some wrong values and the default OpenGL values have been changed in iOS6 (Glbasic uses OpenGL 1, not 2). Howover today I have dedicated to return to 30fps to make a safe framerate (which could return back in a later update), but I also waiting ten days before I upload this update (after Apple Review).

The framedrops is due ENDPOLY call after doing map draw work. Its seen quite unstable in MS taking and I wonder why? (its all from 10ms to 30ms).
Title: Genius Greedy Mouse (Released)
Post by: spacefractal on October 12, 2012, 06:41:54 PM
Apple Approvede this game :-D:
https://itunes.apple.com/us/app/genius-greedy-mouse/id508948543

I set the price to tier 2, so I later can promotion with a lower price later then.

Howover the slowdown issue in iPad 3 still exists, and I heard there is some bug in a UIView thread in glbasic, so I have tempfixed to use 30fps for all iPads (but keep 60 for iPhone 4s and iPhone 5) and just uploaded to iTunes Connect. Seen its mostly effected iPad 3 and iOS6.

Anyway the game is out for 3 platforms.

PS. The game is now been found for iOS, Android and WebOS. The last one dosent have Retina support and its not required to do that. Hence the reduced filesize.
Title: Re: Genius Greedy Mouse (Released)
Post by: Sokurah on October 12, 2012, 08:10:46 PM
Congratulations. It's a real nice feeling when you finally complete something you've worked on for a long time.
Let's hope it does good business (and inspires me to get a move on when it comes to mobile development :))
Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on October 23, 2012, 09:31:54 AM
v1.0.5 amproved and updated to AppStore. Yes Im are aware there is another bug in the first village (level 4 shown as level 1 and stars is not shown either, but level is completable and stars is counted and saved).

Im in this week checking how to add a "easy" mode, so we got 3 difficulty (Light, Normal, Genius). Some people still complain some levels is quite hard in normal mode, that why. In Light mode you can only get 3 stars in some levels, but most levels can been unlocked. So I think that is a comprimise.

Its seen Apple was fast in review, its only took few hours.
Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on October 25, 2012, 01:36:47 PM
hmm, not so active here.....  ;)

Anyway I need a little help for formatting the text, because I going to add a help, which will shown how the game works and how the points system works. Here is the currectly text:

Code: [Select]
Objective:
Move your mouse to eat so
many cheeses as possible
wetheen time. Eat enough
cheeses, and you get fat.

Scoring:
Get fat to earn double
scoring for cheeses, and
when exit. No double in
light mode for cheeses.

Stars:
Eat All cheeses for max
stars. 4 stars in genius
mode, 3 stars in normal
mode, and 3 stars in
some levels in light
mode.

Main village:
perfect completion in
a village is worth 4
stars. You get max 3
stars in bonus area.
Bonus areas is in right
side.

light mode:
No light mode in bonus
area levels, but
setting is saved.

I guess there is a lots of grammer errors, howover nice if would see trought the text (25 chars per line, no limit on number of lines, but nice to been short as possible of course).

Anyway I hope to add iCloud support, so the game can been sync between iOS devices, and then I might look on Dropbox sync as well (but might wait that to v1.2). But I thinks iCloud is most important. I upload a binary to apple in this weeked as deadline (So Im not the fast to fix the level 4 issue in village level, its only visual one).
Title: Re: Genius Greedy Mouse (Released)
Post by: Flash on October 25, 2012, 04:42:53 PM
Leave it with me mate and I will do the help text for you. Sorry I have not been too active here.
Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on October 25, 2012, 10:03:55 PM
No worry, hehe and Thanks.

also :/-.,_@ can been used as other than letters and numbers as side with some national letters. So there is limit on the font used.

The last : in a line will automatic give a yellow font (but white on iPad 1), rest is in white.
(https://dl.dropbox.com/u/3236515/GreedyMouse/texthelp.png)

I thinks that help how the game works (and yes there could been more 25 chars her, but I need to thinks there is other resolutions as well portrait modes).

Title: Re: Genius Greedy Mouse (Released)
Post by: Flash on October 26, 2012, 04:07:47 PM
Objective:
Maneuver you mouse to eat
the many cheeses. Eat lots to
get fatter.

Scoring:
When fat, you earn double
points for cheeses and for
exiting the level (unless
you are playing 'light' mode).

Stars:
Eat All cheeses for maximum
stars. 4 stars in genius mode,
3 stars in normal mode, and
3 stars in some levels in 'light'
mode.

Main village:
perfect completion in
a village is worth 4
stars. You get a maximum
of 3 stars in a bonus area.

Not sure what you mean here?
Quote
light mode:
No light mode in bonus
area levels, but
setting is saved.
Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on October 26, 2012, 07:11:19 PM
I saw no reason to do light Difficulty (new mode in v1.1), due you can unlock 2 bonus levels with a playtrought in that mode (levels being somewhere easier). So here only normal and genius is used. But you should not have problem to complete them there anyway. I do just "warn" about that when you enter a bonus village mode while you are in light Difficulty mode.

Also you cannot use () because its diddent got clayed and no time to add them to v1.1. Howover I changed a little bit. So place look again.

1234578901234567890123456 (I guess 26 chards should been no problem, used just for in file of course):

Objective:
Maneuver you mouse to eat
the many cheeses. Eat
lots to get fatter.

Scoring:
When fat, you earn double
points for cheeses, and 
for exiting the level. No
double in light difficulty
for cheeses.

Stars:
Eat All cheeses for more
stars. 4 stars in genius
mode, 3 stars in normal 
mode, and 3 stars in some
levels in light difficulty. 

Main village:
perfect completion in   
a village is worth 4     
stars. You get a mare   
special levels for you
to play.

Bonus Area:
Special bonus levels
with slightly changed
rules. There is no
light difficulty in
those bonus levels.

achievements:
There is 13 of them
hidden. Can you find
them all? You can viset
support homepage how to
unlock them for tips.


Better now, I think I explainded better about bonus levels now?
Title: Re: Genius Greedy Mouse (Released)
Post by: Sokurah on October 26, 2012, 11:09:31 PM
A few changes to correct a couple of mistakes; ;)

Quote
Objective:
Maneuver your mouse to
eat the many cheeses.
Eat lots to get fatter.

Scoring:
When fat, you earn double
points for cheeses, and 
for exiting the level. No
double bonus in light
difficulty for cheeses.

Stars:
Eat all cheeses for more
stars. 4 stars in genius
mode, 3 stars in normal 
mode, and 3 stars in some
levels on light difficulty.

Main village:
Perfect completion of a
village is worth 4 stars.
More stars will help you    <= I've rephrased this. It didn't make sense and I hope it's better now.
open up more special
levels.

Bonus Area:
Special bonus levels
with slightly changed
rules. There is no
light difficulty in
these bonus levels.

Achievements:
There are 13 hidden
achievements. Can you
find them all? You can
visit the homepage for
tips on how to unlock
them.
Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on October 28, 2012, 10:04:45 AM
thanks for helping. Here is property was its end med (Sokky: in Steam Archivements is called "Præsentationer" in danish, and think I will kept that, because they are not items as such).

Danish:
hlp=|¤FormÅlet:|Spis dig stor og tyk|ved at udforske og|spise sÅ mange oste|som du kan finde.|Jo flere du spiser jo|stØrre bliver du.||Points:|Du tjener dobbelt points|for oste nÅr du er stor,|samt nÅr klarer en bane.|Du fÅr dog ingen dobbelt|points for oste i nemmeste|svÆrhedsgrad.||Stjerner:|Spis alle oste for flere|stjerner. Du fÅr 4 |stjerner i geni-mode og|3 stjerner i normal-mode.|PÅ nogle baner fÅr du dog|ogsÅ 3 stjerner i nem-mode.||Hovedindgangen:|En perfekt klaret bane|er 4 stjerner vÆrd,|bonusbanerne dog kun 3. Du|kan fÅ Åbnet op for flere|speciel baner ved at fÅ|flere stjerner.||Bonus baner:|Disse specielle baner |kan byde pÅ en smule|anderledes regler og|der er ingen let|svÆrhedsgrad.||PrÆsentationer:|Der er 13 af disse gemt|rundt omkring pÅ banerne.|Kan du finde dem og lÅse|op for dem? Du kan se|dem ved hovedindgangen|¤i bunden.

English:
hlp=¤Objective:|Maneuver your mouse to|eat the many cheeses.|Eat lots to get fatter.||Scoring:|When fat, you earn double|points for cheeses, and |for exiting the level. No|double bonus in light|difficulty for cheeses.||Stars:|Eat all cheeses for more|stars. 4 stars in genius|mode, 3 stars in normal |mode, and 3 stars in some|levels on light difficulty.||Main village:|Perfect completion of a|village is worth 4 stars,|and 3 stars in bonus areas.|More stars will help you|open up more special|levels.||Bonus Area:|Special bonus levels|with slightly changed|rules. There is no|light difficulty in|these bonus levels.||Achievements:|There are 13 hidden|achievements. Can you|find them all? You|can see them bottom of|¤the main village.

yes formatting is a bit of mess now, but its need to been one line string. its show of course nicely as on the screenshot.


Here is some achievements that can been unlocked:
- kill 10 pacmans on a same level.
- push a box 250 times on a same level.
- Remove 100 mines.
- Get 0 star in a level.

The first 3 should get while you playing sooner or later (howover the first 2 is added in v1.1 and waiting drawing on them), but the last one is a more special one. Its is possible to get 0 star in a level, hehe. But how?
Title: Re: Genius Greedy Mouse (Released)
Post by: Sokurah on October 29, 2012, 08:31:10 AM
thanks for helping. Here is property was its end med (Sokky: in Steam Archivements is called "Præsentationer" in danish, and think I will kept that, because they are not items as such).

That should be "præstationer", not "præsentationer" or it won't make any sense. ;)
Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on October 30, 2012, 03:00:47 PM
That fixed ;). Howover a bit too late for fixing v1.1, but plans to fix and update some minor assests soon v1.1 released to iOS (Android and webos would been updated tomorrow), but the lanuage file have been updated.

I got iCloud working for 1.1, and I will still looking to integrate Dropbox as well for the same thing. Howover Dropbox would not been required to play the game. I use iCloud for syncing your game between devices (stars and scoring progress merged only, rest is not touched and not required). Dropbox could just do the same thing, but with cross by systems (etc play on iOS and later on Android on the same game progress).

iCloud when cerficate and entitlements files working was easier then first got the URL. I thinks WinSol could use that (except if doing allready throught Game Center) for sync savegame files.

For Greedy Mouse iCloud is of course exclusive for iOS version.

Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on November 13, 2012, 09:11:40 PM
v1.1 is now out for iOS and soon for WebOS. Now I dont think I can do the game more causal, due I added the easy mode.

Today I got contacted a guy named matt from kiip.me, which seen its a nice archviements/moment project (its was not spam, but a personly email, so that nice doing that) and that seen to been very cool to been adding, because we dosent use the archviements at all to anything (and I not need leaderboards).

Im are not planning to doing gamecenter (which could act near the same of course), but i did do added iCloud (which was pretty easy, but not tested anything if working correctly) support. You guys should add that for syncing (but I thinks you doing that for Jungool and Winsol due OpenFient/GameCenter?). I dont think Jungool is supported by us anymore?

Howover I do cant wait for the offiicial update for WinSol :-D. I will buying that this time when ready (and not use addhoc version) and my 5 star review still keept as it are.

Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on March 12, 2013, 08:04:15 PM
Some time ao write more about this game. I'm still update this game and is now v1.3.1 for iOS and android.

Hopefully there should now been less confuction around village levels and also added 6 beginner levels, where you starts with.

On android, the game orientation now finally works, a bug that got fixed in a recent glbasic beta release.

The game is going to been released to Samsung Apps as well.

Now I'm might also turn this game as freemium model, more suitable the android console, ouya.

Ps. Just brought a Samsung Tab2, here the game run very nice :-).
Title: Re: Genius Greedy Mouse (Released)
Post by: Allenrain on July 04, 2014, 01:50:59 PM
That does look very Cool  =D.

What platform(s) is it on?
Title: Re: Genius Greedy Mouse (Released)
Post by: Sokurah on July 05, 2014, 07:33:15 AM
That does look very Cool  =D.

What platform(s) is it on?
This guy has to be a spammer. The answer to his question is in the bloody post before his and none of his 5 posts are worth the letters spent on them.
Title: Re: Genius Greedy Mouse (Released)
Post by: Flash on July 05, 2014, 08:11:16 AM
Yep.

Still, nice to have a little activity lol
Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on July 11, 2014, 10:12:57 PM
hehe nice little actity here, this forum seen to been a bit idle for times. For Greedy Mouse Sake. V3.0 was just released to iOS with a lots of new mazes levels. Now im are on my third game.
Title: Re: Genius Greedy Mouse (Released)
Post by: Sokurah on July 12, 2014, 07:46:49 AM
The GLBasic forum has practically died. I don't really know why (although one could say that I'm part of the problem for visiting so rarely) but I probably visit about once a month and there's usually not more than 5 new posts. Perhaps most people has moved on to more capable and less hacky languages?
Title: Re: Genius Greedy Mouse (Released)
Post by: Flash on July 12, 2014, 08:00:22 AM
That could be the case. There are so many alternatives that are far more practical now.

A good example is Marmalade and Corona.
Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on July 13, 2014, 08:32:38 AM
im still uses glbasic and have recently looked on Monkey X as well (the follower to BlitzMax). Monkey X seen to been a nice language really and will sooner or later trying to port Cave Heroes using that (even Monkey X have some minor limits, like not supporting double array, bad font system, the later one did they allready wrote about it and should do your own).

glbasic have a big issue, which is its compile quite very slow, so im have dropped to uses that for larger projects. Howover Spot Race (the third game im started on), will still been in glbasic. That due its just a little simple game. Yes its was a finger track racing game, but its changed the gameplay on it recently, and its works quite very nice game on a little trip.

The game is near finished, but do needs help about implemtering twitter and facebook as well waiting for the graphics.

Its could been fun to do something big project again, but its sad we still not heard how Lobo is going. Im hope he is very well.

my focus is still iOS and Android. For later one, im have just purchase a quite very cheap KitKat tablet, so im can test apps on that. That due KitKat might behavier different on some thing, and then make sure its still works on that and seen its does. The screen is nowhere excellent, but its does its job done. Also if im a day port Space Taxi (if that happens), that would property been Android exclusive.

Title: Re: Genius Greedy Mouse (Released)
Post by: Flash on July 13, 2014, 08:41:03 AM
I don't understand why you would go with another minor sdk like monkey x (I have also checked it out).

For cross platform I have two faves. Unity and marmalade. Both are available to use freely (though require payment for higher features). Personally I think unity is getting better and better. I recently did some tests for 2d speed in unity using meshes, a paid for sprite system (2dtk), and unitys own sprites and came to the conclusion that unitys 2d support is comming on strong. So much so that balders is slowly being rewritten to use native functions and is so far, faster than it was using 2dtk now it is just using native functions. A test I did using balders was to create a level of 100 x 100 tiles and full it with 500 rocks (with individual rotation) along with 100 random dirt tiles and let the engine drop and move them. The results were a steady 60fps on device with 15.6 milliseconds free on each update.

It certainly ticks all the boxes for me.
Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on July 13, 2014, 12:56:06 PM
Since im like Monkey X is simply just as seen its can port eailer BlitzMax apps quite fast, but do require some effoct and changes of course. The api is quite very similar to BLitzMax (its same person who wrote both languages). Im also create some games and utilities in BlitzMax as Sokky have been that. So for porting those old BlitzMax games and utility, then Monkey X is the closest to doing that. Im are currectly looking to port FaceCat over to Monkey X, which is main reason using that langauge. That is to porting Blitzmax thing.

Also im have nowhere to start how to learn Unity, which seen its have a quite step learning curve, when im are a basic (except Java) codning man and is very different way to coding things. That can throw me out. Howover if im do something 3d in the future, then im will look on Unity, due Anders want to uses that. Etc if im do a clay game again.

By now im do still stick to glbasic for the third game (both Greedy Mouse and Karma Miwa was in glbasic), which is just a little game this time. Im have fixed various thing in Greedy Mouse, so v3.0 is soon out to Android. What im want to uses in the future after the third game, that can been anything.

Title: Re: Genius Greedy Mouse (Released)
Post by: headkaze on July 13, 2014, 07:35:55 PM
It certainly ticks all the boxes for me.

And it has support for C#; my favourite language :)
Title: Re: Genius Greedy Mouse (Released)
Post by: Flash on July 14, 2014, 09:37:59 AM
And it has support for C#; my favourite language :)

Here here.
Title: Re: Genius Greedy Mouse (Released)
Post by: Flash on July 14, 2014, 07:23:23 PM
Ps. if you ever feel like playing or experimenting in Unity.. I am happy to share code and help as much as i can.
Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on July 15, 2014, 04:15:55 PM
im also property sure Anders (him that made the clay graphics) do that too (he uses Unity as well). If its a big project, its would propert been Unity. If im do a 3d game, its could been nice to return to the "Retro Stunt Racer" and redone that game from scratch, which im chancelled many many years ago. Here im thinks Unity is most optimal really. its was a 3d polygon car game with visuals close to the old game "Stunts" and should still look like that (using flat polygons without textures). That game could been fun to do that in Unity really.

When using Monkey X, its mostly only im so much want to port Cave Heroes from BlitzMax (as well Face Cat, which is mostly done) as wrote before. Not sure im will do new projects with that throught. Monkey X strengh here is really, its compile its self to various other languages (c++, Java, Flash, C#).

But the current three games is still in glbasic. Its a nice language, even its have own limits on it and its some years ago im choiced it. Also its would been cool if im a day seen Marmalade used as a new platform for GlBasic (which im thinks its more future proff for glbasic really). Im thinks its quite very possible to do that, since GlBasic is wrote in C++ and seen its not that hard.

So its depend which project im will start with after the third game....

PS. My mac is just running up again, so im soon today or tomorrow looks on the facebook code.

Title: Re: Genius Greedy Mouse (Released)
Post by: spacefractal on July 25, 2014, 07:46:07 PM
Im have wrote about Marmelade SDK, which look like a cool SDK backbend for glbasic, if its should move on a day. But two weeks after im throught its was a free software, its seen its a quite very expensive software in the end, so its impossible to use that as a backbend for glbasic (and im dont like software that uses "Free Download" label, when the software is just is a very crippede demo). Cocona SDK and Unity 3D does both nice in the term.

Also http://androidcommunity.com/europe-fights-against-free-label-for-apps-with-iap-20140719, Its really on time they fighting using "free" label with iap. Personly im dont download apps, which uses coins etc as inapp purchases (but dont mind permanent purchases).

PS. Greedy Mouse v3.0 is out with a lots of new mazes, which is suited for relaxed and beginner gameplay. Also im might stick with glbasic, despites its own issues (most did im got workaround, recently got fullscreen working on Android KitKat).