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2 Devs Talking About The Crazy Things They Do

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Keeping With Tradition

Gather ’round boys and girls. For story time today we’re going to talk about the importance of meeting user expectations for how android apps operate. If you’ve ever used an android phone, you’ve probably noticed that the two most important buttons are the Back and Home keys.  When you press the Back button you expect to, well duh, go back. And when you press home (and click your heels together three times) you expect to be brought back to rural kansas with Todo by your side. No? Oh well then you probably were just trying to get back to your home screen.   TECHNICAL CONTENT WARNING!   Now what you may not be aware of is what these two buttons are actually doing. I won’t get too bogged down in the details, but essentially Android OS uses different stacks for your applications that hold the different things you are doing, known as activities. You could have a messaging stack, web browser stack, or a contacts stack for example. If you’re in the messaging stack, the first screen you see is put on the bottom of the stack. Once you select “text messages” from this screen, your list of text messages is called forward and placed on the top of the stack while the message service select activity is paused in the background. Likewise, when you click on a particular text, the text message is displayed as the top activity on the stack while the other two are paused beneath it.   When you hit the Back button, your phone destroys the activity on top of the stack which leaves the one beneath it. In our example, hitting the Back button would result in you returning to your text message list. Hitting it a second and third time would bring you back to the messaging service select screen and then the home screen. The interesting thing here is what happens when you push the Home button. Android returns you to the home screen, but keeps the current state of the activity stack in place. Therefore, you can go on opening other apps and creating many different stacks, but when you return to the messaging stack you will see the same thing that you saw before you pressed the Home key (providing your phone didn’t decide it needed to conserve memory and destroy the stack). There’s a lot more to it than that, but for the purposes of this conversation that’s all you need to know. If you want to learn more, the android dev site is great.   You can come back now, it’s safe   Based on what we just talked about, there is an expectation among android users that when you press the Back button the phone goes back and when you press Home the phone returns to the home screen but remembers where you were when you left.  In order to have more flexibility, most games are created using only a single activity. This lets them draw to the screen as fast as possible which, in turn, generates smoother graphics. The downside of this is that we can no longer allow the Android OS to handle moving around within our game because it sees it as only one activity and will immediately destroy it once the back button is pushed.   I thought it was important that our game mimic the android experience, however, and have intercepted the back key so that I can control what happens instead of the OS. The implementation was pretty straighforward; everything launches from the main menu so that’s realy the only place you have to go back to. From any point in the game or secondary menus, if you press the Back key, you return to the main menu as expected. If you press the back key on the main menu, a message is displayed prompting you if you really want to exit. From here you can either check yes or no, but if you push the Back key on this screen the game will exit. I did this because, if anyone else is like me, they just keep mashing the back key until the application has exited and I wanted to make sure this still worked.   The Home key was a little less straightforward. Did we want the user to return to the same place? The answer for this pretty much came from our earlier decision not to have a pause screen because the the user would be able to exploit it during faster rounds. If you were in the middle of a game and pressed the home key (or got a phone call), when you returned you’d be in the middle of game. Instead, we decided that you’ll just return to the main menu. Now this DOES mean that if you were having a really awesome game and someone calls you that you’ll have to start over, but we felt this was the best solution. For you diehard highscore fiends, might I suggest Airplane Mode?   Words? I just want PICTURES!  Awwwww

 Fine, fine! Here’s some pictures of a few changes we’ve made. Notice the new heart that floats away when you pet the kitty. She loves you! We’ve also made the notification bar larger so we can insult praise you with more words.

I thought green means go?!

 Here you can see the insult bar twisting the knife after you make a mistake on a really easy level. Seriously, how hard is it to pop the red balloon? Actually, I’ve noticed it’s really hard at first because our minds always want to avoid the red one. I guess you’ll just have to adjust. You can also see our REALLY big X that pops up when you lose a life. I’m currently in the process of animating the X to shrink down and fly into the lives bar. It’ll look cool once it’s completed and you will all worship me! read more

Posted in Featured, Programming Tagged Activity Life Cycle, Android, Android Game Development, Android Programming, Back Button, Blog, Coding, Design, Development, Droid, First Game, Game, Game Design, Home Button, Indie, Indie Game, Java, Programming, User Expectations 2 Comments

Art Update: Are You Scared of the Dark!?

Quick art update. I finished the “Pet Da Kitty Cat” and “Slam Dunk” title screens, and finished the game and title screen for “Lights Out!” Check ’em out…

I think that’s some good work for two days… Keep on trucking…

Posted in Art Tagged 2D Art, Android, Android Artwork, Android Game Development, Animation, Art, Artwork, Blog, Design, Development, Droid, First Game, Game, Game Art, Game Design, Indie, Indie Game 1 Comment

Achievement Unlocked: Achievement Bar Complete

So I’m pretty exhausted at work right now. After this long weekend of staying up until 5am every night, I’m finding it difficult to go to sleep on time. I have to get up at 530 to beat the morning DC traffic so going to bed at midnight may not seem late for some, but for me it’s a day ruiner. It was worth it though.

I finished coding the notification bar and have thus completed the last element of the UI. It looks really cool when the bar pops down from the top of the screen to let you know you’ve done something notable (good or bad). I mocked up some achievements and insults to be displayed and it’s quite hilarious when the red bar comes down saying something like “Only your mom thinks you’re special” or “You messed THAT up?!” Even though I wrote it, the taunting still somehow gets under my skin and I find myself wanting to prove the computer (and therefore myself) wrong. I know, it kind of makes me a crazy person. read more

Posted in Programming Tagged Android, Android Game Development, Android Programming, Blog, Coding, Design, Development, Droid, First Game, Game, Game Design, Indie, Indie Game, Java, Programming 2 Comments

New Workspace!

Now that I am home safe back in Pennsylvania, I needed to set up a nice workspace so I could keep that same energy and efficiency we had back in Chris’ cozy apartment. So, here are some pictures of my awesome new workspace. I’m so excited!

Whoa! What’s that? Oh just my ‘development’ laptop, external monitor, tv screen hooked up with Netflix on Wii, and oh yeah, a homemade classic 2-button arcade. But it gets better… Right behind is a…

Full wet bar! Game development doesn’t get any better. read more

Posted in Personal Tagged Android, Android Game Development, Blog, Design, Development, Droid, First Game, Game, Game Design, Indie, Indie Game 2 Comments

Art Update: New Titles, Meow, and Dunks!

Awesome weekend. Not only did we get an amazing amount of work done, but put ourselves on the fast track for implementing the new games and balancing them with ease. With another 10% of the UI yet to get completed (including Achievements and Insults) along with a few tweaks here and there, we’re doing awesome in moving forward towards launch.

Anyways, here are some nice shots of the new Title Screens, Pet Da Cat game, and Slam Dunk game:

It was a great weekend, and we’re going to try to keep riding along with this momentum! read more

Posted in Art Tagged 2D Art, Android, Android Artwork, Android Game Development, Animation, Art, Artwork, Blog, Design, Development, Droid, First Game, Game, Game Art, Game Design, Indie, Indie Game 2 Comments
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