Making an attractive Android game

est31
Developer
Posts: 173
Joined: Mon Dec 29, 2014 01:49

Re: Making an attractive Android game

by est31 » Post

On my phone, the online mod db is broken (screen to small). The average player won't use their android file manager in order to download and install a mod. I agree, many mods aren't good (There still isn't any good mobs mod (not solely their fault, there are missing engine features too)), or have other problems, but many people want a more complete game, and the android release does target other people than the main game. Its mainly people who don't search the internet (or the mod db once it works) for good mods, they will say "what a shit" and don't play minetest. And about hunger, I haven't seen anybody opposing it for the android game.

Archibald23
New member
Posts: 4
Joined: Fri Apr 17, 2015 04:42

Re: Making an attractive Android game

by Archibald23 » Post

Thanks for the nice post. I also was thinking their should be some content mods that must be added and I will look at mobs performance on Android before adding it. Thank You.

User avatar
Mito551
Member
Posts: 1271
Joined: Sat Jun 16, 2012 15:03

Re: Making an attractive Android game

by Mito551 » Post

hey there everyone.
i have a little bit of a different suggestion (i think noone suggested it, at least it didn't seem like it)
maybe we could use a game that already exists like lord of the test or dwarves or we could include a number of them to show right of the bat that minetest is a diverse platform that hosts different kinds of content and games.

Sokomine
Member
Posts: 4184
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: Making an attractive Android game

by Sokomine » Post

Mito551 wrote: maybe we could use a game that already exists like lord of the test or dwarves or we could include a number of them to show right of the bat
that minetest is a diverse platform that hosts different kinds of content and games.
Those games need to be tested on Android. Some of them may be too heavy for such a weak hardware. Just imagine Dreambuilder trying to run on a cheap phone. RealTest, while beeing a very nice game, might need more optimization and polish as well. Lord of the Test seems to be a very nice game, but I'm not sure if it's lightweight enough. After all it has mobs and some mob interaction.

The general idea is a very good one though. Regarding how other apps are handled, creating new apps that contain just a new game and adds it to MT might be a very efficient, comprehensible (for app store users) way of installing new games.
A list of my mods can be found here.

User avatar
Mito551
Member
Posts: 1271
Joined: Sat Jun 16, 2012 15:03

Re: Making an attractive Android game

by Mito551 » Post

Sokomine wrote:

The general idea is a very good one though. Regarding how other apps are handled, creating new apps that contain just a new game and adds it to MT might be a very efficient, comprehensible (for app store users) way of installing new games.
thanks :)
to the optimisation part:can't we ask developers to see what they can do?
moreover, i don't know if that's a good idea, but what about freeminer? that one is supposedly works better, isn't it?
to the app thing: just like the codec thing for mxplayer or different keyboard languages for go keyboard, huh? I don't think I have seen a mobile game do that. that would be great.

User avatar
indriApollo
Member
Posts: 146
Joined: Fri Sep 26, 2014 11:34
GitHub: indriApollo
IRC: indriApollo
In-game: SudoAptGetPlay
Location: Belgium
Contact:

Re: Making an attractive Android game

by indriApollo » Post

The controls of the android version suck. What about replacing them with 2 virtual joystiqs/pad ?
Left one gives the direction, right one is used to move the camera.
The center of each pad is used as right/left click.
Jumping would still be a problem tho.

You could add an "aim assist" which centers your cross sight on the focused element

Dragonop
Member
Posts: 1232
Joined: Tue Oct 23, 2012 12:59
GitHub: Dragonop
IRC: Dragonop
In-game: Dragonop
Location: Argentina

Re: Making an attractive Android game

by Dragonop » Post

You should really add, and optimize to android the Wuzzy's tutorial subgame+world, it's just awesome.

User avatar
BrunoMine
Member
Posts: 1081
Joined: Thu Apr 25, 2013 17:29
GitHub: BrunoMine
Location: SP-Brasil
Contact:

Re: Making an attractive Android game

by BrunoMine » Post

First of all want to congratulate for this wonderful work.
I loved to play by mobile phone.


I found a error.
I can not type in chat because the keyboard is leaving and coming back. (this probably does not occur on all servers, but with specific modifications). Perhaps they should lock the keyboard to not go away, but insert the text correctly.

Feedback
I observed that less powerful mobile phones start to slow down after a while. It would be possible to clear the map of memory loaded every a certain time?

mickle clarck
New member
Posts: 7
Joined: Fri Jun 05, 2015 10:53
GitHub: mickleclarck
IRC: mickleclarck
In-game: mickleclarck
Location: Bangladesh
Contact:

Re: Making an attractive Android game

by mickle clarck » Post

You have to add and optimize in android phone the Wuzzy's tutorial subgame+world. Then try.
Happy gaming!!

User avatar
HeroOfTheWinds
Member
Posts: 470
Joined: Wed Apr 23, 2014 23:16
GitHub: HeroOfTheWinds
IRC: WindHero
Location: Hawaii

Re: Making an attractive Android game

by HeroOfTheWinds » Post

Popping out from lurking...

Hmm, I see a lot of debating here rather than actually suggesting mods.

What I would like to see:
For mobs: TenPlus1's Mobs Redo. This is one of the only mobs mods to feature mobs getting knocked back on hit, which is vital to surviving them. Minecraft has knockback, and if we don't, users will get frustrated. (I know this, I've played MT and MC on Android...)

I also will posit that CaveRealms could be very nice on Android. If a decent computer only takes 88 ms to generate a chunk, I don't think it would be that breaking. Besides, we need something to make it worthwhile to dig deep. I dug deep on MC:PE and found bedrock, which was an accomplishment for me. Digging in Minetest... gives you nothing in vanilla.

I too would like to see a stripped down version of Mesecons. Plus, that would actually give us an edge over MC, who still hasn't put Redstone into their Pocket Edition, save for some powered rails and compasses.

If we can't have More Trees in some form, I would like to see Vines at least, since they add a bit of variety.

I think someone should make an Android specific craft guide, modeled after MC:PE's crafting: pick and item and it gets crafted. Making a grid doesn't work too well, especially with stack-splitting.
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P

Sokomine
Member
Posts: 4184
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: Making an attractive Android game

by Sokomine » Post

HeroOfTheWinds wrote: If we can't have More Trees in some form, I would like to see Vines at least, since they add a bit of variety.
A smaller form of moretrees (=conveniently sized, normal trees with just diffrent trunks, planks and perhaps leaves) would be great. The huge moretrees are too big for the low view range on mobile devices.
HeroOfTheWinds wrote: I think someone should make an Android specific craft guide, modeled after MC:PE's crafting: pick and item and it gets crafted. Making a grid doesn't work too well, especially with stack-splitting.
Crafting is indeed very difficult on the Android version. Unified_inventory's copy-to-craftgrid functionality might work well here. Android games sometimes have a slider for selecting a number (in this case: how much to craft).
A list of my mods can be found here.

User avatar
benrob0329
Member
Posts: 1337
Joined: Thu Aug 06, 2015 22:39
GitHub: Benrob0329
IRC: benrob0329
In-game: benrob03
Location: Michigan
Contact:

Re: Making an attractive Android game

by benrob0329 » Post

3D armor perhaps?
Social: YouTube Peertube Matrix Room: #minetest:matrix.org | Games: The Infinite IKEA

User avatar
Ferk
Member
Posts: 337
Joined: Tue Aug 18, 2015 17:18
GitHub: Ferk

Re: Making an attractive Android game

by Ferk » Post

One important thing for the android version would be to fix the size of the window that opens when pressing "config mods".

It's like more than 2 times bigger than the main window for launching the game, it should be ~ the same size. It's so big that it doesn't fit the screen, it forces you to change the GUI scale to a size that is very small even on my 5 inches oneplus one. Just make the textbox shorter, I prefer to be able to config the mods even if I have to scroll more.

Also, The "GUI scale" option shouldn't probably even exist, or at least it should have sensible limits... why in the would would I want to make the GUI be 4x bigger or 1/4 smaller. Imho, just a 2x - 1/2 range would already be enough.

The scale limits being so high means that if I accidentally scale too much (it happened to me) the controls get offscreen and it becomes impossible to operate the slider anymore.. or any button for that matter (I manually edited the configuration file to change the scale back, but I bet a normal user would have just uninstalled right away, I'm not even sure if reinstalling would fix it). Try and read the size of the screen at launch to provide a sensible default and/or change the scale slider to be less extreme. Alternatively, make it be + / - buttons instead of a slider, so that the user has to click on it for every step of the scaling, the problem is that while scaling with the slider the GUI temporarily freezes and you might not know if you moved it too much.
{ ☠ Dungeontest ☠ , ᗧ••myarcade•• }

Post Reply

Who is online

Users browsing this forum: Google [Bot] and 1 guest