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zehlein
02-07-2009, 10:56 PM
I released a beta-version of GravityBalls today. The game uses the acceleration sensor of modern HTC devices and might look familiar to a few people around here :)
It's fun playing just moving your hand where you would usually need hardware keys or at least have to tap around the screen like mad.
The game is free and can be found here at the XDA-Developers forum (http://forum.xda-developers.com/showthread.php?t=480329).

http://www.pocketplayers.info/Joomla/images/GravityBalls/GravityBallsSplashScreen.jpg http://www.pocketplayers.info/Joomla/images/GravityBalls/gbnewlevelqvga.jpg

Nicknack
02-07-2009, 11:45 PM
it looks and sounds great zehlein, I wish I would have a HTC device to test it out :(

zehlein
02-08-2009, 12:04 AM
I attach the executable playable on the desktop. Use the left and right key to move the paddle and up and down key to change gravity. It is not half the fun playing as it is with the acceleration sensor but you get the idea I guess...:)

Edit: Can't attach the file, it exceeds the file size limit of <500k the forum allows.
Alain, could you set the limit to at least 2 or 3 MB please!?

For the time being, you might download it from here (http://www.pocketplayers.info/gravityballs_pc.zip).

Amarganth
02-08-2009, 12:45 PM
Thanks Zehlein. I've installed GravityBalls on my HTC Touch HD. And on my Desktop. Both implementations were working. It's a nice game!

I remarked, that

It doesn't use the whole screen of 480x800. Only, I think 480x640. I've read in this forum, that it isn't possible to use the 800 points vertically. I just wonder, that the PPL Compiler *can* use the full screen.
The bar is a little bit too slow to catch the balls.
Sometimes, the logic loses to move a ball.


The source code isn't available, as a excellent example for the usage of PPL?

Excuse my poor english, Zehlein. :o It would be easier for me, das alles auf deutsch zu schreiben. ;)

Nicknack
02-08-2009, 01:44 PM
@Amarganth: you don't have to excuse, your english is good and understandable ;)

@zehlein: thanks for your pc port. I agree with Amarganth it's really a nice game (I love the additional exercise bred by gravity control) and also with his second point. Often you can't reach balls fast enough and you have to spectate at those stylish splitting effects :D
In addition I think it would be a little optical upgrade if you replace those white points with animated nails or bolts, which swing when hit :p
example gfx:

zehlein
02-08-2009, 02:03 PM
Thanks Zehlein. I've installed GravityBalls on my HTC Touch HD. And on my Desktop. Both implementations were working. It's a nice game!

I remarked, that

It doesn't use the whole screen of 480x800. Only, I think 480x640. I've read in this forum, that it isn't possible to use the 800 points vertically. I just wonder, that the PPL Compiler *can* use the full screen.
The bar is a little bit too slow to catch the balls.
Sometimes, the logic loses to move a ball.


The source code isn't available, as a excellent example for the usage of PPL?


Thanks for testing and good, that at least anything can be seen on WVGA :-)

if you look in the code sharing section close enough you find most of the source code freely available (http://forums.arianesoft.ca/showthread.php?t=742).


@zehlein: thanks for your pc port. I agree with Amarganth it's really a nice game (I love the additional exercise bred by gravity control) and also with his second point. Often you can't reach balls fast enough and you have to spectate at those stylish splitting effects :D
In addition I think it would be a little optical upgrade if you replace those white points with animated nails or bolts, which swing when hit :p
example gfx:

Yes I know that sometimes the paddle is not fast enough to reach every ball. I regarded this as a feature :D to make the game more complicated. If you look at it's predecessor (use link above) you will probably find that it gets a bit boring without any additional challenges....:)

Animated stuff for the nails slows the gameplay further down, and I already run at the limits of PPL on the Diamond. I might give it try though with the 1.6 version if it is available, maybe it really gives a boost to everything.

BERUNIN
02-09-2009, 04:45 PM
to Zehlein: your game "Gravity Balls" supports VGA. Please tell me the procedure how to do it.Please! Please!!
I am helpless. much thanks
Berunin

zehlein
02-09-2009, 04:54 PM
Honestly - it doesn't. It's just QVGA. The majority of modern devices simply scale QVGA applications upt to VGA-size and so does the Diamond I wrote this game for. The only way I found to get real VGA is using HiResTool. This works fine but has to be installed seperatly, needs a softreset after install and was no choice for me. I read somewhere about a special *.mui file to start apps in VGA mode but this never worked for me and my Diamond. If Alain would come up with a solution for this resolution problem (not to mention the shiny new WVGA devices that hit the market lately) - this would be a real bummer.

BERUNIN
02-09-2009, 05:46 PM
bad news .. :(
Mui. file on my Raphael does not work too
must wait and Alain solve this problem ..
thank you :)
my "Teeter" game must still wait ... :(

zehlein
02-15-2009, 04:07 PM
my "Teeter" game must still wait ... :(

Look here (http://forums.arianesoft.ca/showthread.php?t=1618). It finally works!