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Bubble Bazinga - does it work on a G1?

Yeah, I realized after I posted that, that it wasn't my score, it was someone else who hadn't put their name in. You should try either pulling the OS' android ID, phone's IMEI, or the user's phone number to tie scores to. The name itself could get weird.

that might be possible, but not for the pc version of the game. and the pc version and the mobile version use the same highscore table in the backend.
my approach is not perfect, but i use it for most of my games and i think it's fine.
 
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Same here. Bank shots are a must.

I gotta say man, this is a really fun game (I loved Snood in college). I was up until 1:30am last night playing it! :D

Any chance us faithful beta testers can get one that doesn't have the demo version text on it cause it gets in the way of seeing which color balls are there when the stack drops down that far.

thanks!
the reason why i put the "demo version" at this place is that people don't steal the game and use it for their own purposes. after a few years of PC game development i know what i'm talking about.
some of our coolest games were stolen and now others are stealing traffic and thus advertisement revenue.

but since you guys were so extremely helpful and provided so nice feedback i think i will give you a version where the demo text is not at this place but somewhere below. just let me finish the sound stuff i'm currently working on, ok?
 
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I have played it now about 10 times on the G1. It is fun, but much harder than on the PC. I am getting used to shooting the cannon just where I want to, but before I know it, it is over even though I keep busting balloons. Is everything the same or is there a difference? I also would like to see the "Demo version" writing moved.


Thanks again for the great game.
yes, the game is exactly the same as the pc version. it's actually the same code that is running. i implemented a game framework which allows me to write the game logic only once and then it outputs the game in different versions (PC/Applet, PC/JFrame, PC/Slick application, Android version)
 
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yes, the game is exactly the same as the pc version. it's actually the same code that is running. i implemented a game framework which allows me to write the game logic only once and then it outputs the game in different versions (PC/Applet, PC/JFrame, PC/Slick application, Android version)
That's awesome, well done!

And thanks for making the version with the demo text in a different area. Will definitely help the gameplay! :D
 
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Another thing that seems to be a problem is the actual "Play" button ... seems to be very unpredictable to touch for starting the game .... I have to press the area 5-7 time usually to get play to begin .....

hmm, i need to look into that. maybe some buggy code in the mouse handler class. thanks for pointing it out!

EDIT: just fixed it.
 
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Thanks very much for the PM link to the "demo version" below the cannon. I notice in the latest version that there is now a yellow/golden circle in the approximate area of the last shot ... is thi going to be related to the cross-hairs feature ??
It just shows where you tapped. It'd be cool if it could somehow show you where the ball would go before you shot it. I would think the only way to do that would be if you utilized the trackball as an aiming device.
 
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Just noticed that you aren't handling the onPause event. I was listening to some imeem while playing just now and a song I liked came on so I switched over to imeem to set it as a favorite. Then when I switched back to Bubble Bazinga (holding the Home key to bring up the running processes and clicking the game), it was like i just launched the game the first time.

Also, while playing a song in imeem, the game lags a bit. You can tell that the ball has been slowed down considerably. Not sure if there's anything you can even do about it. I'm guessing on every frame that the ball moves it performs a hit test. Is there any way to cut down on the code being run as the ball goes through the air?
 
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Just noticed that you aren't handling the onPause event. I was listening to some imeem while playing just now and a song I liked came on so I switched over to imeem to set it as a favorite. Then when I switched back to Bubble Bazinga (holding the Home key to bring up the running processes and clicking the game), it was like i just launched the game the first time.

Also, while playing a song in imeem, the game lags a bit. You can tell that the ball has been slowed down considerably. Not sure if there's anything you can even do about it. I'm guessing on every frame that the ball moves it performs a hit test. Is there any way to cut down on the code being run as the ball goes through the air?

thanks for the feedback. i will look into the onPause issue.
i will also check if i can improve the performance a bit.
 
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thanks for the feedback. i will look into the onPause issue.
i will also check if i can improve the performance a bit.

I would think that since most apps, browser, maps, and menus and such can use the trackball for move and selecting ... it shouldnt be that hidden ... looking for your next improvement .... Currently I am Ranked #85 with 70,800 .... difficult to even come close to that normally ... But i am hoping to make it into the top 50 :D
 
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I would think that since most apps, browser, maps, and menus and such can use the trackball for move and selecting ... it shouldnt be that hidden ... looking for your next improvement .... Currently I am Ranked #85 with 70,800 .... difficult to even come close to that normally ... But i am hoping to make it into the top 50 :D
I think I'm ranked #52 right now. :D Shooting for that number one spot!
 
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That is great Congrats !!! *jealously grits teeth* I can't see how I will every get to top ten ... I think that the score list is for PC as well as Android-G1's and we probably have a tougher task ... than the mouse user's on a PC ...

yes, the score list for pc and android version is the same. my goal is to make the android version as easy (or difficult) as the pc version. doesn't the new aiming cursor (the glowing ring) help?
 
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I gotta say man, I think you knocked out the canon misfiring bug, I haven't seen that at all. This game is actually very playable except for the whole gold glowing ring where you last touched part. That can be kind of distracting, but I know that's just for this dev version.

umm ... no, it isn't. it should help with aiming. when i was testing it i didn't feel disctracted. what's so distracting for you? i'd like to improve that if there are testers that don't like the feature.
 
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umm ... no, it isn't. it should help with aiming. when i was testing it i didn't feel disctracted. what's so distracting for you? i'd like to improve that if there are testers that don't like the feature.

I rather like the aiming ring ... it is especially helpful in mis-calculated bank shots when the next bubble is the same color. I think the ring will be great as well if you can use it as aiming/firing device with the track ball.

I am thinking that you may have to assign each ball as a linkable item ... similar to weblinks ... imagine one-letter weblinks and then use the facility that is used for selecting the very small weblinks on a webpage ... I have no idea if that can even be translated to the bubble images ... but in html of course any image even a single pixel can be assigned as a link ... just thinking out-loud here ...
 
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