Showing posts with label Educational. Show all posts
Showing posts with label Educational. Show all posts

Saturday, 27 December 2014

Sensory - a cause and effect light show app

While testing my latest game (Jewel Match Blitz) it became apparent that TheInvaderOne (my 9 month old daughter) was very interested in what was going on. She has always been interested in the laptop, but the phones and tablets with their sounds and bright coloured lights and tappable screens took it to another level! Testing Jewel Match Blitz soon became quite a challenge! :) I'd hand her the device to play a little, and she had great fun until it was game over - at 9 months old she was never going to be particularly great at playing a strategic action puzzle game so the game overs came thick and fast!

https://play.google.com/store/apps/details?id=com.theinvader360.jewel.match.blitz.game.free.android

The experience got me thinking about what kind of app would be suitable for a baby. TheInvaderOne loves touching the screen and seeing something happen, and feedback in the form of sound effects and bright lights never fail to raise a smile. I created a very small demo app for her using the particle effect already used in Jewel Match Blitz. When you touch the screen a particle effect is triggered at that position, keep touching and more particles are triggered. The app is multitouch enabled so up to 10 points can spawn particles in assorted colours simultaneously. She absolutely loves it!

https://play.google.com/store/apps/details?id=com.theinvader360.sensory.app.free.android

I soon realised that other babies, and potentially SEN children and adults with various learning difficulties, special education needs, and/or disabilities could also benefit from the Sensory app, so I decided to package it up and make available on the google play app store. It is 100% free and is not monetized in any way, ads in an app targeted at users with limited understanding where the aim is to randomly tap the screen would be extremely bad karma! You can find the app here - https://play.google.com/store/apps/details?id=com.theinvader360.sensory.app.free.android

I also figured that there are a few interesting principles involved in this tiny app that might mean it's of interest to other developers, especially those getting started with LibGdx. The app touches on particle effects, object pooling, multitouch, screen transitions, scene 2d ui, the asset manager, etc. The excellent Simple Game example touches on most of the main areas involved when making a basic game (assets, game loop, input, draw, sound). I think the Sensory app builds on that foundation to illustrate simply and clearly how to handle some of the more intermediate LibGdx features. You can find the open source project on github, hopefully it will be of interest to fellow developers interested in making games with LibGdx - https://github.com/TheInvader360/sensory

I'd be over the moon to hear that the little "side effect" offshoot of Jewel Match Blitz ended up helping you in some way, so please leave a 5* review of the app if you can (and maybe leave something in the comments here too!)

Sunday, 26 May 2013

Street Race Swipe LibGDX Scene2D Tutorial



I have been meaning to write a LibGDX Scene2D tutorial for some time now (ever since my Quack Attack FREE Duck Hunt Game got ridiculously popular). The problem has been finding the time, instead of writing blog entries I've been making games!

I had a great idea for a multitasking game, play four independent games at one time to train your brain and test your ability to multitask. The result was my 4 Games 1 Screen FREE Brain Training Game. I built this game as four separate games from the outset, with the intention of possibly building further on each minigame and releasing as standalone apps. The first of these standalone apps is Street Race Swipe Racing Game, which brings us neatly to the point of this article...


Street Race Swipe Racing Game is such a simple game at its heart that it seems like an excellent candidate for a tutorial article :) I remember being massively impressed by the example SimpleApp on the LibGDX wiki when first starting out, there was so little to it but it touched on all the basics of what is needed to make a game. I'm hoping this mini project will be almost as simple and just as helpful to others!

Wednesday, 15 May 2013

4 Games 1 Screen - Musings on mobile game control



So often I hear that players hate onscreen controls on touch devices. No physical button means no tactile feedback to let you know you are 'touching but not pressing' a button. This fundamentally different interface means the traditional joystick / d-pad control scheme can no longer be the de facto standard for gaming controls across all platforms - replicating "up down left right a b start" on a phone or tablet is far from ideal (but an ouya or gamestick is another matter entirely ;)).

In my latest game, 4 Games 1 Screen, I try to make the most of a tricky situation. I've embraced the android mobile platform and the control options it offers. Our phones and tablets have accelerometers and touchscreens, the old nintendo and sega machines did not, it's time to think outside the box and make the most of these features.

4 Games 1 Screen is a challenging brain training game, the aim is to multitask by playing four games at one time, and avoid making too many mistakes. Make too many mistakes and it's game over. Each game is kept relatively simple for two reasons - first the game has to have a single objective and control method, second you have to be able to play four of these things at once so too much complexity would be too distracting for the player.



The mini games are:

  • Asteroid Attack - Tilt to steer your ship, asteroid collisions damage the shields, and when the shields are gone - gameover man, gameover!
  • Tap Jump Cowboy - Classic infinite scroll platform game (like canabalt, and gemserk's excellent vampire runner) tap the screen to jump, save the cowboy from running into the campfires!
  • Speedy Sums Math Master - Fully engage the left side of the brain, evaluate the math problem and mark it as correct or incorrect... You not only lose a life when you get it wrong, but also when you run out of time - so think fast!
  • Street Race Swipe - Swipe up or down to change lanes in this fast and furious racing game, avoid crashing into the other sports cars, too many bumps and your car will explode!


Each game can be played independently (full screen) in practice mode, but the real aim of the game is to play them all at once - the game is called "4 Games 1 Screen" afterall :) I find it fun, addictive, frustrating and challenging. The frustration is what makes it so addictive haha, I see gameover and immediately try again to "do it right this time" :)

No onscreen controls, and a game that would not really be possible on traditional gaming platforms, this is truly a mobile game designed for mobile devices. I hope you go on to check it out (it's FREE, so why not!) and if you also like making your own mobile games that you might consider some of the thought behind the concept - don't lament the lack of physical controls, instead make the most of what is available!



Finally, does this mean that I won't ever release a mobile game with onscreen controls? No. Definitely not. A future project will be a traditional platformer, with android enabled consoles like the ouya and gamestick firmly in mind. I will no doubt make a mobile version of this game with onscreen controls (it would be silly not to). I'm not against onscreen controls, I'm against not thinking up interesting ways to make the most of what the mobile platform offers. I believe a platformer will only work well with traditional controls, but we don't always have to make traditional games :)

Happy gaming boys and girls!