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Favorite Games

Found 12 results

  1. Here is how it's looks And It's free on the Play Store
  2. Hi All! I would like to share with you my first game.It is a puzzle with interesting mechanics to train your brain or just kill some time. Each level is a set of colored orbs(balls) connected to each other.The main goal is to absorb these orbs, but absorbing of one orb may impact other orbs.The challenge is to collect as long chains of absorbed orbs as possible until there are no orbs left on the level.The longer the chain of orbs you absorb in one turn - the more score you get.There a lot more cool features inside that will be unlocked during your walkthrough! Google Play: Store:, wishes, downloads are welcome!
  3. Hi, I'm new to android game development and I have several ideas to develop games. However after watching several videos about unity, I could see different tile sizes (in tiles sets). So what is the standard tiles size to create a nice HD game ? I guess it's better to create nice and high defined tile as it is easier to reduce camera view and tile size, than increase in the game tile size. I saw 32*32, 64*64, 128*128 pixels tiles. So I was wondering if there is a document / standard where I can find the best practices for tile size and tiles set ? thx
  4. Hi guys, we are a small, freshly hatched, two persons indie-studio from Germany called Cuddly Creeps. Our current project was made in our free time and we had to learn a lot about coding and designing first but it was fun to work on this. We want to introduce you to our very first self-made game. SAM – Virtual Pet Dog. In this free mobile pet app, you have to care for a little dog and play with him outside to fulfill his needs just like a Tamagotchi. We're planning to add some more content to the game via updates, but we also really need some feedback first. Planned are more breeds, more mini-games, more ways to spend your money and more activities for your pet. As this one is our first game, we're very excited and a little bit of afraid on getting your reviews. (Already got our first hater comment ☹ ) Why a pet game? I loved playing with my Tamagotchi and pet games when I was like 10years old. It was the time when the internet was full of screen-savers, flash videos and dumb mini-games when I got my first PC. I liked to just watch the animations and the feel of having a digital pet. I also thought it would be a good beginner’s project from a developer’s point of view. Since Corona started, we had a lot of time and wanted to fill it with something useful. As I already had some basic programming experience and my wife likes to draw, we decided to make this game. Back to the game. I chose Unity as my game engine, as it seemed easy to learn and is free to use. Creating our pet, we tried to achieve a Disney-alike Comic look. All graphics are handmade by us and we put a lot of love and way more time than planned into this project. Of course, this post is some kind of advertising our game, to get clicks and reviews and push our game at the start. Every little bit helps as the competition is very high and we don’t have any money for paid advertising. The mobile market is a crazy place (we didn’t know this when we started :D). But this is also the chance for us to get some real useful critic to improve our game through updates. And who could give us better feedback than you guys who know what it means to work on an Android project. So, we would be very grateful to read your review and hear your opinion on our very first app. The Cuddly Creeps
  5. Introduction: Hello everyone! My name is Mykhailo, I am new here, but I would like you to see my very first complete mobile indie game Sunset Hardcore. I really want to know community opinion. Its free to play, it consists ads but can be done without any! It is hardcore game, hard to complete, but possible for sure. There are 9 levels, I know only one person, who pass 4 levels. I create it as challenge game so you can share here, how many did you pass. Links: YOUTUBE trailer: GOOGLE PLAY: APP STORE: SAMSUNG GALAXY STORE: HUAWEI APPGALLERY: OneSTORE: QooAPP STORE: Supported languages: 1)Native languages: English, Ukrainian, Russian; 2)Google translate: Chinese-Simplified, Korean, German, French, Spanish, Portuguese, Arabic, Hindi, Japanese. Development Costs: 1) 3-4 moths of development from zero + courses - $100; 2) Music from youtube audiolibrary licensed under Creative Commons - $0; 4) Aseprite program - $10; 5) Macbook air 2009 - $100; 6) IPhone SE - $100; 7) Apple developers license - $100; 8) Google developers license - $25; 9) Voxel Busters Unity plugin - $50; Summary: $485 How you can help me: 1) Cover my development costs - $485 and became my General Supporter. I will add your project link to ingame General Supporter’s page, will add pre-start few second of your logo, will add you to each topic of 300 forums, where I show my game. 2)Support me on Patreon. I will add your name to ingame supporters page: 3)Upload your “LetsPlay” video on YouTube, so I can see how you done it. Moreover, I decided initiate challenge – first 100 players who finish the game and provide me video, will get 1 random Steam game CD-key; 4)Want help me with bad Google translate languages or add another language? Contact me 5)Join my Discord group: 6)Join my Telegram group: 7)Download Sunset Hardcore and leave feedback! 8)Tell your friends about this game 9)Share your opinion about game in this topic. Fill free ask me any questions! Thank you for your attention!
  6. Drift Worlds After years of solo development I am excited to finally say I have released my pride and joy, Drift Worlds. Drift Worlds is an arcade racer that meets real world graphics. It has aspects of both outrageous scenarios and real world physics. You will find yourself driving across desert plateau's, above the clouds across snowy tundras or deep in the depths of a volcano. There are plenty of levels that I will constantly be expanding on and with dozens of cars to choose from there will be plenty to work towards. The Idea is simple. Enter a level and race against yourself or against the current record holder. You will work towards getting 5 stars for the level to unlock more and to earn more money. It also has real crash physics that will dint and damage your car the more you crash and fall. This has been over 2 years in the making and I would really appreciate some feedback that I will do my best to take into account. Here is the game trailer with all in game footage and the Play Store link.
  7. Vorn's Adventure

    Hello, I just wanted to drop a message that I released my first game on Android! It's called Vorn's Adventure, it's a 3D platform game in style of classics such as Crash Bandicoot, Spyro or Ratchet. You can find it here: Google PlayFeatures: 7 levels (+1 hidden!), old school boss fight at the end and some cutscenes 5 different quality levels to support a variety of devices no ads or anything: it's free! achievements Some screens:
  8. Hello, I'm the developer of Strategy Gniarf which is a turned based strategy game on Android using libgdx. The mechanism turn around eating weaker Gniarfs without making yours starving to death. The goal of each level is to get all the tiles of the map. You start with some tiles (territories) that generate apples, with apples you buy Gniarfs. Fighting ? Gniarfs have strenght, you can eat weaker Gniarf. All of that turned based versus some IA (multiplayer may come if there is enough player but it's not my focus right now). Naturally I have some weapon to avoid monotony like adding units/rules/level design, you won't have like 70 levels where you'll do the exact same things to win. Not a full family photography : -Simple mechanics -Nothing here to grab whales -Nothing here to frustrate you -Just play the levels and enjoy Development The Code I have coded everything alone since early November 2017. I know that going into indie and complicated and there is a high risk that after this project I go back to work in a company, so much so use a techno that sounds a little in the ears of my potential future employers : Java. Graphics I am alone, I am not a graphic designer, I have used free/modified assets and make some images with inkscape. I find the correct result, we did not spit on it either or praise it. Musical Ambiance At the sound level I have a loop that I bought to a freelance, I see for the rest but I have no talent in it either ^^. WIP Currently I have a tutorial that took me a long time to tweak and that will probably have some change and a few dozen levels. The game system is fully operational, outside my scary menu parameter, I have almost everything ready and I can finally tackle to add more content! I'll finish on a small montage of where the game is now: All honest feedback are welcomed. Just so you know, at the moment I'll focus on adding more levels and having a better background for the first world, less colorful ^^. But usually I get some feedback and I improve my game with it instead of just adding contents ! So, I'm pretty sure my next post will be about changing something to improve it instead of flat content, maybe I should force myself to add each time one level, I would have much more already ^^. Thanks for reading. If you have any question I'm here :). Disclamer : My game is not fully realeased yet, there is a lot of work to do, but well, the main mecanics are there and it's inspired of an old game I played when I was a child.
  9. We just released a free turn-based strategy game for Android called War Puzzle:Navy. It's a fast, easy to play "beer and pretzels" style single player game. It has 25 levels and the max time to play a level is about 15 minutes, It's ad free and there are no in game purchases. Please give it a try, we welcome feedback. Thanks.
  10. EDIT: THE GAME IS NOW OFFICIALLY PUBLISHED. Hi, I'm Smakenid and I have just finished my Android game Tap Colors. I need people who can give me their opinion on the game before publishing, so if you have a few minutes, that would be awesome. The game is pretty simple : Objects appear to the screen. Quickly press their color before they finish their trajectory! Simultaneously press both buttons when the object has two colors. Beware of traps objects. The bonus objects oranges, violets or surrounded can be ignored. Red + Yellow = Orange, instantly destroys all objects on the screen. Violet = Red + Blue, instantly destroys all objects on the screen. You can give me your feedback : [email protected] Thank you for your attention.
  11. [DevLog] Laika

    Hello Thumbs, this is my first log about an Android game I'm making. As in, I'm making it in Android Studio. The game is mostly an interactive fiction game about being a solo human traveling through space to seek out life. You pilot a ship with a dog your only companion, hence the working title being Laika. But that's all you need to know about the premise for now (and it's subject to change). This first post is going to be about how I'm setting up a system to randomly generate planets. A significant part of this game will involve randomisation, including the planet sprites. The game will be made with pixel art, as I think it can work as a naive space look. Since it's an Android app, I'm concerned about making the generation overly heavy on resources, as well as trying to avoid an approach that will involve storing tons of pictures on someone's phone. At the end of the game I intend to save a big chart of all the visited planets, so it's important to be able to recreate all the previously visited places. Since undirected random generation without any sense is a mess, I decided on a pretty simple approach. Each planet is comprised of a palette which contains 2-4 colour values. Then some pre-drawn sprites are coloured to match the palette and layered on top of each other. There's a set of specific base images that will always form the bottom layer of the image, and then each base has a corresponding set of textures to randomly choose from. I could technically make textures base agnostic, but I think that would be harder to do and lack a satisfying degree of specificity. The process, in simple terms is: One of the palettes is randomly chosen. A base is randomly chosen and coloured to match the first colour of the palette. Textures matching the base's size are chosen and coloured one by one until there's a layer for each colour in the palette. This essentially leaves me with a set of images that can then be layered into one picture, creating a planet. Here's some examples: Of course, there's immediately one big issue with this approach. When randomly combining assets it's harder to determine if one of them is bad or ill fitting. How can I quality control the palettes, bases and textures that I'm plugging into my generator? I thought of a pretty simple way to manage this and it's essentially tindr, but for planets. I set up a simple screen with , and buttons. I quickly evaluate the overall quality of a sprite and click the corresponding button to say if it's bad, acceptable or good. That button will then accordingly affect the 'score' of every asset used in the current planet. The idea is that bad assets will recurringly show up in bad looking planets, and a negative aggregate score will indicate that I should remove it, and more importantly look at why it might have been a bad one to include, to avoid making the same mistake on future assets. Likewise I can look at overall trends that seem to be going poorly. So even if there isn't a specific bad one, maybe I can detect that 4 colour palettes all have poor scores and there may be a problem there. Here's how the basic gif gist of how this process looks: spoilered for size) Also here's a still of a brief results screen: It's early, and I have quite few assets actually in the mix so there's obvious repeating already. But it does seem to be indicating that a 4 colour palette is overdoing it with the way I've been approaching textures. So maybe I stick to only 2/3 colour palettes? Or maybe my colours are just a hot mess (they are). Whatever the problem, I have a good feedback loop to plug in a bunch of assets and test them. Instead of humming and hawing, I can get a clear set of results from a quick simple blast through a ton of generated planets. That's all for now, next I'm hoping to work on directing the look and feel of this hot mess into a cool mess. That means whipping random assets into shape as well as the style of the UI elements and how you actually interact with the game.