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Chu Chu Rocket clone - Shoko Rocket

danishcake

Newbie
Aug 18, 2010
31
14
So I had a little spare time, so I've ported Chu Chu Rocket to Android.

It comes with over 50 original levels and an editor, should you be content creation inclined. No ads, no 'lite' version, no nothing. The source is available at github. For those of you unfamiliar with the Dreamcast original, the aim to guide the mice to their rockets by directing them with a limited stock of arrows, avoiding cats and black holes.

I've only really tested this on an HTC Desire, so I'm looking for feedback from users of different phones, at resolutions other than 800x480. Any suggestions or ideas I could incorporate are welcome. Minor user interface annoyances, difficulty level and all other topics are welcome.

A few screenshots:
k2mkp5.png


dy95bp.png


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I have no intention of charging for it - as you say most of the stuff on the market is complete pants, so if I can raise the quality just a little then I'll have done my part. It depresses me to see so many terrible 'games' from a handful of developers blatantly manipulating the ratings system via multiple accounts. Also Sega might sue me.

Which is not to say I won't charge for my next, rather more ambitious project, should I ever finish it, but that will be months away at the soonest.
 
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Glad to hear it's mostly working well.

Adding sound on/off should be easy enough. It raises the question: how important is music? Do you prefer a smaller download size, or would music enhance the experience?

I'll probably rework the main menu at some point, as it's is unclear. It could also do with a % complete widget. I reckon I can improve the image quality a bit when rescaling the sprites. I'll probably bung a few more levels in too.

Now just to figure out how to get this a little more widely downloaded - still at < 700 downloads :(
 
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Glad to hear it's mostly working well.

Adding sound on/off should be easy enough. It raises the question: how important is music? Do you prefer a smaller download size, or would music enhance the experience?

I'll probably rework the main menu at some point, as it's is unclear. It could also do with a % complete widget. I reckon I can improve the image quality a bit when rescaling the sprites. I'll probably bung a few more levels in too.

Now just to figure out how to get this a little more widely downloaded - still at < 700 downloads :(

I think music is a big thing in games. If you still wish to keep download size small, maybe do a check on start up if the music exists on the device/sdcard and if not, download it from a server. That way you can have music AND have a small file size.
 
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Check back here tomorrow at around this time and I'll put up a direct link to the .apk of the next version - I'm afraid I can't upload it now as I'm at work, and I don't have internet access where I'm staying. I'd like to get it tested by a few of you kind gents before I upload it to the market, as I put a dud version up a while back and immediately got a mass of 1 star reviews that still pulls down the average.

If you can't see it on the market then could you post your phone model, it could be I've got something wrong in the manifest that is stopping it showing up for all phones.
 
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This game is really great. Keep adding levels if you want more downloads. People absolutely love a developer that supports their product.

One thing that I would like is when you finish a level, either have it go back to the level select menu automatically or have it pop a window up asking what you would like to do or even a window that just says "touch here to continue". It's somewhat unintuitive for the game to just sit there and wait for you to touch the screen when a level ends without telling you to touch the screen to go to the next level.
 
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One thing that I would like is when you finish a level, either have it go back to the level select menu automatically or have it pop a window up asking what you would like to do or even a window that just says "touch here to continue". It's somewhat unintuitive for the game to just sit there and wait for you to touch the screen when a level ends without telling you to touch the screen to go to the next level.

This is an excellent point - I stuck the current bit of shoddy text in as a quick hack, intending to replace it, but I never did. That is going on the TODO list.

I'll also try to pop in a couple of levels a week, which should keep it vaguely fresh. I'm making new ones in 9x12, which fits the portrait aspect much better.
 
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Right, here are two versions I'd like a little feedback on. Both contain a plethora of subtle bug fixes with the editor, sound muting and extra levels. The difference is that one has a dynamic background, rather than a static image. I'm not sure if this is too busy and distracting. If you guys are happy with this (eg it doesn't crash) I'll whack it on the market later today.

Dynamic background
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Static background
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Still got to add the level complete dialog, but that might have to wait until I get back to the UK.
 
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