Summary
It's not easy to create a good game for Pebble that's actually easy to control. Just a very few made this right. But there is a pretty popular game genre that ought to be comfortable and fun to play on your wrist! Yes, it's a drag racing . Three buttons are just about right for this kind of game. Also, there's gonna be a zero BS factor. No waiting for gas, no double currency. Just a fair game designed to be fun.
Target platform
This game should be Pebble only. No companion app (for now), no JavaScript screens. So iPhone users are more than welcome to play along since the very first beta .
The challenge
I've already made some apps for Pebble. But none of them was multi-screen, and definitely none of them used real-time graphics. It's the challenge to make this happen, and balance the gameplay just right.
The extra challenge
Due to my huge work load, I only have 4 days to make it. Just two weekends and that's it. Can I make it?
The trinkets
I have decided to uncover the game info as I progress. So feel free to come back once in a while .
Peek at thewireframes:
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Some screens:
Download:
https://apps.getpebble.com/applications/54033c6886b01c8c15000138
Source code:
https://github.com/JohnyGQD/drag-racing-pebble
Changelog:
Code:
1.1:
- New How to play screen with valuable tips and tricks
- Slightly modified difficulty and economy
- You can close the race results screen with the select button as well as the back button
- Buildings don't pass you that fast until you get a really fast car
Thank you for your support!
XDA:DevDB Information
Drag Racing for Pebble, Tool/Utility for the Pebble
Contributors
Johny_G
Version Information
Status: Stable
Created 2014-08-16
Last Updated 2014-09-19
Day 1 Update
I lost some time preparing graphics and recalling all the C knowledge I've already lost ). However, I have finished most of the screens, and some are in late work-in-progress stage (not pictured below). Also, most of the data structures are already finished.
Day 2 Update (retrospective of 18th August 2014 that I forgot to post)
OK. All the screens are done, controls are ready, basic physics is implemented, backlight control is safe and working. There I give you one new screenshot of the garage, and the wireframes above are complete now.
Day 3 Update
Okay guys! I'm glad to inform you, that the game is basically complete . I'm racing, I'm upgrading car, beating opponents and my own highscore, an the lanscape goes by fast as hell . I have added race progress indicator as well. I've also been doing some basic difficulty balancing, but the main testing phase comes tommorow. If everything goes well, first version can go public . New screens below are from actual game, no mockups anymore.
Day 4 Update
Good news, everyone! I have finished my extra challenge, and due to the lack of time, I was able to finish the game to complete all my quality standards within 4 days only! These have been really long days, but the game is done and it is great. I will keep playing to balance the difficulty just right, and release the game to the public during next week. I'm already really excited to see your feedback .
Okay guys, I'm ready to release this . Have fun!
Download:
https://apps.getpebble.com/applications/54033c6886b01c8c15000138
Not a big fan of gaming on Pebble, but I quite enjoyed this one! :good:
Thank you very much .
I know that we're competition and all, but this is really cool :good:
Is it just me, or is there a bit of a cheat when it comes to nitro? When I first started playing my nitro was lacking compared to the AI, and one time I didn't use the nitro. It seemed like, because I didn't, the AI didn't either. The next race I used the nitro, and as soon as I did the AI used the boost and sped past.
It doesn't always work, but often enough to notice. And to use it to my advantage
No no, your opponent will always use the nitro. But when his car gets generated, he might get so little of it, that's barely noticable . Or he gets much higher acceleration and uses it so soon that you are still paying attention to your own gearing .
Johny_G said:
No no, your opponent will always use the nitro. But when his car gets generated, he might get so little of it, that's barely noticable . Or he gets much higher acceleration and uses it so soon that you are still paying attention to your own gearing .
Click to expand...
Click to collapse
Perhaps it's that he uses the nitro sooner than me. But I also noticed something else a little odd. Start the race, and don't shift up. The AI car stays with you for a good while; if you start shifting up only to keep him in view, you'll notice that he finishes around the 26 second mark (or so). Normally they finish right behind me in the sub-20 second range. Without shifting I'm still ahead at the 10 second mark.
mcongrove said:
Perhaps it's that he uses the nitro sooner than me. But I also noticed something else a little odd. Start the race, and don't shift up. The AI car stays with you for a good while; if you start shifting up only to keep him in view, you'll notice that he finishes around the 26 second mark (or so). Normally they finish right behind me in the sub-20 second range. Without shifting I'm still ahead at the 10 second mark.
Click to expand...
Click to collapse
I went through my boilerplate code, and it seems that it's not really possible. The opponent's time is never disclosed anyway, so it might be just optical illusion. The two cars are pushed together (a lot!) for rendering purposes, so you always see the relative position to your opponent . If it goes out of screen, it's probably waaaay in front of you already.
As you might already know - Drag Racing is one of the competition winners. Thank you all very much for your support! As the game is becoming kinda popular, I have released version 1.1 just now. Pebble firmware 2.5 is required to update.
Changelog:
1.1:
- New How to play screen with valuable tips and tricks
- Slightly modified difficulty and economy
- You can close the race results screen with the select button as well as the back button
- Buildings don't pass you that fast until you get a really fast car
Related
Hey everyone. I posted a while back about my previous app, "Goonchie Blunch" but nobody really commented. It got almost 2,000 downloads. I redesigned it all with new graphics and sounds. It's really cool now! It's a new app, so I renamed it "Touch Drummer - Demo". I'd love it if some of you could get it and let me know what you think! It should be under Games > Just In, relatively close to the top.
If you don't have Market here is the .apk
Version 1.21
http://www.mediafire.com/?nmjmmjndmix
Recent updates added new animated menus, "techno" sounds, support for all screen sizes, and runs on Cupcake 1.5 too now. I'm getting a lot of feedback now, since there have been almost 5,000 downloads of "Touch Drummer", and I think I'm gonna try to add some really cool features like creating custom loops and multitouch, then make that version cost around $2, whadayathink?
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drkow19 said:
Hey everyone. I posted a while back about my previous app, "Goonchie Blunch" but nobody really commented. It got almost 2,000 downloads. I redesigned it all, and put a cartoon drummer at the helm of the drumset. It's really cool now! New app, so I called it "Matt's Drum Game". I'd love it if some of you could get it and let me know what you think! I still haven't tested it at 240x320 though . It should be under Games > Just In, relatively close to the top.
Click to expand...
Click to collapse
I am not sure if it is a paid app or not, but you may want to put either a QR, or a link for it in here since I just wrote something about it and it will probably be up in the portal sometime next week...
Thanks dude! The more time I have to work on it, the faster it will be. At the current state, there are a lot of png images that can take some time to switch on older phones. But the audio is pretty fast because the clips are ogg format.
I'm working on a version with multitouch support, since all the reviews have asked for it. I've got an HTC Incredible I can test on. But more importantly, I'm recognizing a multitouch on our old screens and I'll see if I can't play a new sound when you hit another drum, even if you don't release the first finger yet. That will probably be ready in a week if it works well.
drkow19 said:
I'm working on a version with multitouch support, since all the reviews have asked for it. I've got an HTC Incredible I can test on. But more importantly, I'm recognizing a multitouch on our old screens and I'll see if I can't play a new sound when you hit another drum, even if you don't release the first finger yet. That will probably be ready in a week if it works well.
Click to expand...
Click to collapse
Keep it up. More than likely, it will be up next week...
Multitouch
So I'm really close to having multitouch work 100% (just for this app) on our devices. The problem I finally hit was there is no difference in the values I'm getting if you a) touch once, then remove and touch somewhere else simultaneously, or b) touch once and hold, and then touch somewhere else (multitouch). I can't think of a way to differentiate the two types of touches and it's the last piece of the puzzle. Usually when you lift up that first finger you get a certain code back, but when you press somewhere else quick enough the code does not come up! Any programmers or someone with an idea can help me?
Updated first post with new multitouch* app.
* - It works 60% of the time, every time.
drkow19 said:
Updated first post with new multitouch* app.
* - It works 60% of the time, every time.
Click to expand...
Click to collapse
Hey, you are live in xda's portal. Unfortunately, I didn't get a chance to change the title of the app... it got published sooner than I expected...
Would be cool if this could work on WinMo 6.5 or other devices. I love my HTC HD2 lol
egzthunder1 said:
Hey, you are live in xda's portal. Unfortunately, I didn't get a chance to change the title of the app... it got published sooner than I expected...
Click to expand...
Click to collapse
That's alright. I'll have to do some updating of that title on the market (actually I just did update it to 1.03, but Touch Drummer is the version that allows really quick clicking on our devices), and I'll just tell people to search for the new version with more features will be called "Touch Drummer." Thanks a lot egzthunder!
EDIT: Touch Drummer - Demo is uploaded to the market.
New version, supports our small screens now, and even Cupcake. Updated first post with the newest apk.
So, our devices can do multitouch? Or at least, a hack up job?
Dukenukemx said:
So, our devices can do multitouch? Or at least, a hack up job?
Click to expand...
Click to collapse
Yes it's a hack job, the way I implemented it. When you first press twice I can recognize both fingers almost accurately. But if you try to move them there's no way of telling which one you are moving.
This was in the post earlier but I must have deleted it. The multi-touch was acting up because of the nature of the program and its quick presses. I took it out because most of the devices running my app are capacitive screens anyway. But if you wanted to see it, I could write up a simple demo app that would show a "1" under the first finger and a "2" under the next finger. It's an implementation that works, but I just don't have a good use for it in my app.
quake3droid is on the market! - ex-Kwaak3 Arena
Kwaak3 Arena has been renamed to quake3droid and is on the Android Market.
quake3droid UPDATES
1. Revamped Hud (Just like NOVA)
2. Tons of Multi-Touch bug fixes.
3. Zeemote Support.
4. Lag fixes.
Make sure to download quake3droid from the market so that you can stay up to date with all of the latest updates that are coming.
Click to expand...
Click to collapse
You can download quake3droid from the Android Market.
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http://www.androidpit.com/en/android/market/apps/app/org.anderdroid.quake3droid/quake3droid
http://www.quake3droid.com/
OLD videos-
Video so far, slightly buggy, youtube fastforwarded it and effed it up
Newer video on Droid X:
Great, love little projects like this.
thanks, waiting for this
Nice work / idea man. Looking forward to testing it out.
Sent from my GT-I9000 using XDA App
Thanks I am following this one!
I still need a tester for the Captivate. If you have MSN, PM me.
As for updates on this, check the main site / forums to stay tuned and find the download link, I have too many topics to manage here.
Check my sig link
Eagerly awaiting this one as well!
OP, are you going to be using an on screen d-pad input for this or implement a type of on screen analog stick (not unlike the iPhones Doom Resurrection)?
Because they seem much more free-flowing, so to speak. Especially in FPS games.
Or even better- a dual-analog input like most consoles FPS games (left analog for movement and direction & right analog for freelook?) could that be possible? I think that would definitely make the playing experience much more enjoyable.
Anyways, good luck!
Sent from my Samsung Galaxy S - Captivate using XDA App
As of right now it's a mix between a D-pad and analog stick sortof. But I may go for a complete analog feel.. That's a good idea.
Also, BRILLIANT idea with the flipped landscape so you can use the volume rocker for input ;D
Sent from my Samsung Galaxy S - Captivate using XDA App
bfgarzilla9k said:
Also, BRILLIANT idea with the flipped landscape so you can use the volume rocker for input ;D
Sent from my Samsung Galaxy S - Captivate using XDA App
Click to expand...
Click to collapse
Yes it is truly amazing ease of access.
Is it possible to use the six axis accelerometer to control the look/aim? That would eliminate the use of the bottom right analog and would just be amazing. But it sounds like a tricky implementation.
dappy15 said:
Is it possible to use the six axis accelerometer to control the look/aim? That would eliminate the use of the bottom right analog and would just be amazing. But it sounds like a tricky implementation.
Click to expand...
Click to collapse
play heavy gunner and get back to me on that. It uses the accerometer and it's very difficult to use. I don't want to swing my phone around to lay an FPS game. I also vote for dual analog controls. I have a captivate, and I'd be willing to test this game.
Been testing this on and an off all day on my Captivate. Works great. I average about 50ish fps. Once in ahwile it will hit 60, then lag for a split second and jump to 40. Then back to 50s. Much faster than my Nexus. Multi touch works alot better also, its very playable. The taunt and crouch buttons don't work for me, and neither does the weapon switching bar. So I'm stuck with whatever I pickup. All in all, not bad for a beta.
I must have missed the link to the .apk
BoostedSR20 said:
Been testing this on and an off all day on my Captivate. Works great. I average about 50ish fps. Once in ahwile it will hit 60, then lag for a split second and jump to 40. Then back to 50s. Much faster than my Nexus. Multi touch works alot better also, its very playable. The taunt and crouch buttons don't work for me, and neither does the weapon switching bar. So I'm stuck with whatever I pickup. All in all, not bad for a beta.
Click to expand...
Click to collapse
andershizzle said:
As of right now it's a mix between a D-pad and analog stick sortof. But I may go for a complete analog feel.. That's a good idea.
Click to expand...
Click to collapse
My vote, after playing a NOVA and Crusade of Destiny, is a D-pad like in Crusade. It is very fluid and easy to use. In a perfect world, I would say have two D-pads: left for movement and right for look. Then use the volume up to fire.
I have a captivate if you need more testers. I still can not believe we get 40-60 FPS on this game. Never did I think I would see the day where my cell phone can play 3d FPS with ease.
iceman4357 said:
My vote, after playing a NOVA and Crusade of Destiny, is a D-pad like in Crusade. It is very fluid and easy to use. In a perfect world, I would say have two D-pads: left for movement and right for look. Then use the volume up to fire.
I have a captivate if you need more testers. I still can not believe we get 40-60 FPS on this game. Never did I think I would see the day where my cell phone can play 3d FPS with ease.
Click to expand...
Click to collapse
A dpad for aim/look would be horrible. With a touch screen we can get aim close to the accuracy of a mouse. with some sort of dpad we're taking a huge step back.
Crusade of destiny is different because thats not a first person shooter, its 3rd person.
Make the controls like nova. They are easy. (Left joystick moves. Drag anywhere on screen to aim, fire button can be moved like a joystick to get finer accuracy..)
I dont like the arrows, make it a joystick plz.
I am glad to help too with my Captivate
BoostedSR20 said:
Click to expand...
Click to collapse
thats f***ing awesome.
Isn't Q3 open sourced? there are a lot of free versions of the game available that just use different skins, so you should be able to easily port a free version of the game over.
you should start up a website/donation area and take requests at porting other games
I have hosting available that im not using
Name: Bubble Jump
Bubble Jump is a free game just released on Windows Phone Marketplace. Our hero is Rutherford, a cute and cuddly furball with ambitions of soaring into the clouds. Hit the bubbles and power ups as you jump up, but watch out for gravity and obstacles.
Bubble Jump features an endless play mode with increasing challenges, over 100+ handmade bubble 'stages', and 3 power ups.
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Source: http://forum.xda-developers.com/showthread.php?t=902833
Download Link: Download here on Zune or please find it in the Marketplace.
About Pandalot Games:
Boy meets girl. Boy can (sort of) code, girl has great ideas about what's fun and cute. We're two hobbyist developers who set out to make apps together. Our current project is Bubble Jump, and we're focusing on releasing our first update to this new game.
Brilliant Game! I love it.
~cheers
Simple but very sweet! Congrats to girl for the perfect idea and boy for right implementation
P.S. May be, you should add some funny background music to the Bubble Jump? IMHO, it will be nice...
Thanks for the kind words cnico88 and sensboston We're really happy that you both enjoy the game! We just released our first update, which adds over 50 new handmade "bubble stages" (several phone screens worth of bubbles) for more variety and replayability, a new power up: wings, and more background art. We're hard at work on our next update, which should include (amongst other things) a much needed global leaderboard.
@sensboston: thanks for the music suggestion! We tried out some license free music loops a while ago, but none seemed to fit right. However, we will definitely reconsider it after this feedback!
I normally do not like sound effects in games but this one seemed soothing. I enjoyed playing it.
If I may ask I was wondering how the in game advertisements worked?
The advertisements are served through Microsoft's PubCenter (pubcenter.microsoft.com). Microsoft supports both XNA and Silverlight, and integrating the ads took only about 8 lines of code to set up. You get paid a dollar amount per 1000 impressions, and there's a bidding process on what ads are served. You filter your ads by setting up to 3 broad ad categories, depending on what you feel would best appeal to your audience.
Nice to know about WP7 free games
Man
this game is awweesome
you can beat doodle jump man
It would be great if you put some more powerups a big power up
Its hard to keep ower 10000
Plz keep it up
More updatess
Thx
Pandalot Games, I've sent you a PM, could you check please? (by default the PM notifications are disabled on xda-dev).
Thanks orb3000 and saywa
@saywa - We're definitely exploring longer power ups, although we'll have to see how they play with the difficulty that we want for the higher elevations. We'll be happy just to get into the top 30 free games list, but happy to hear that you like it
We just released a small update which should be hitting the Marketplace now. It's mostly tweaks and reworks of existing levels to make them flow better. We also adjusted some of the levels which were way too hard. The next update will be substantial.
Enjoy!
Thats good to hear
We could donate :-D
Beat doodle jump
The problem is that most of the jump games have a certain level where its going to be hard and has the limit of the difficulty. Toooo early
Doodle jump is going difficult from 30000
Bubble jump 10000
its too early for those games
For that I would suggest to pick up extra lives on the way. Because once you get up there and make a small mistake, you have to start all over.
Thanks for the feedback saywa and cnico88!
We played Doodle Jump for a combined total of 5 minutes at an Apple Store once, so we're not too familiar with how other jump games actually work in terms of difficulty, so this is good feedback to hear We felt that the 10,000 point total was a good place to ramp up the difficulty since we wanted to keep the games short, but I think we'll have to reevaluate that. What's making this difficult is that we've both played the game so much while testing it that we've gotten too good at it, so it's getting harder to determine what the right difficulty should be in the hands of a real user (that's what led to this update, we got some reviews that said some levels were impossible - they were actually just really, really hard). We'd like to find some interested folks to beta test the game, but we're not sure how to go about it since I believe a developer account is necessary to load a game onto a phone. At any rate, really appreciate the feedback! The difficulty and the need for some life saving power ups are duly noted. Thanks!
Not sure if I am the only one here but I can barely pass 3,000 on Bubble Jump. I gave the game to my younger brother who is really good at those kind of games and his highest score is 5,000.
For me it's because I run out of bubbles and if you miss one you fall down. I wish that one bubble would make you jump a lot higher. Take for example "Monster Up" on WP7
Wow that's pretty eye opening actually. We already do classify the levels into very easy, easy, medium, and hard. After about 2500, there's a chance for mediums and a small chance for hards. We'll definitely tweak the probability of mediums and hards. Would a difficulty setting (easy, normal, hard) be enticing to you?
Correction: didn't mean to imply that you weren't good at the game, just that we were far off base with what we expected our users to reach to.
Sure, I understand. I would just want a wider margin of error. I think it would be nice for those that play the game casually.
Maybe more bubbles at the lower levels, a higher boost after each bubble or maybe picking up an extra life along the way.
I've been playing "Monster Up" and I know it's a different game but I feel that it's harder to mess up.
My record is 13000
The game is simple and easy
But yeah there are some parts where you got only some bubbles and you cant reach the next bubble
Or its hard to reach dat
It will be nice to have a "visible" current high score feature, as implemented in Birdy Bounce (actually, it's a game with similar or close gameplay)
Really nice game, I like the graphics! My high score is only 1362.
Very, very nice game... Once I spend about an hour playing with it (I was waiting for my flight) and that caught the eyes of other travelers who asked me about the phone and the game, I even gave the phone to one of their kids who enjoyed the game so much that I hardly got the phone back!
So Keep up the good work...
(I second the request of adding the ability to catch a "second life" after reaching a specific scores for example... It's too hard to go through all the way again when you do a mistake at very high score)
Hey everyone I have just released my second game to the windows phone marketplace.
It is a blockworld RPG game (like infinminer and minecraft) where you can move around an infinite world and build anything from castles to cameras and trapdoors.
It has many unique features such as its dynamic book system and scripting console as well as many other things like cameras, trapdoors, paintings, complex crafting and much more.
It also gets updated every single week with new features based on what the community wants.
Best of all it is free to play!
Please give it a try and let me know what you think I could add.
Zune Marketplace Deep Link
CraftWorld on the zune website
Note: These screenshots are from the first version 6 versions ago.
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thank you!
Glad you like it
Purchased the paid version, but I do prefer Survivalcraft. I must say that I'm impressed you've gotten the game to run so smoothly on first gen hardware, and you've created a much nicer looking UI.
One huge annoyance: Why do blocks "sustain" damage? It's pretty lame to walk around with half-broken blocks everywhere, and I feel the need to mine and replace any blocks I accidentally touch.
Lumic said:
One huge annoyance: Why do blocks "sustain" damage? It's pretty lame to walk around with half-broken blocks everywhere, and I feel the need to mine and replace any blocks I accidentally touch.
Click to expand...
Click to collapse
Actually this was a design choice and quite hard to impliment right.
First of all it is a major difference between our game and others, but the main reason that we did it was to pave a way for the future where enemys and magic can damage multiple blocks at a time and bit by bit.
In other blockworld games enemys bust destroy 1+ blocks per hit because blocks have no damage system. In CraftWorld this is different, we can have creatures and magic and explosives actually damage multiple blocks with partial damages which can make for very interesting things.
You can always craft a rake and heal the damaged blocks
Let me know if you have any other feedback.
game looks very promising, will try this out as soon as i get time.
Hi there,
I hope you don't mind but here are some comments on your game, don't let them take away from the fact that it's think its pretty great.
Firstly the controls aren't very fluid, that would be a nice thing to see. It seems you only have 4 modes of direction when looking around while moving instead of everywhere.
Secondly it would be nice to have the grass a darker colour.
Thanks for the app, I got the paid version which I think/hope was a donation to you.
Aaron
We are putting out new versions every week, improved controls and many other things are coming soon.
We have some major new features in the next few weeks, also planned in the future is the ability to let you make and share texture packs so you guys can have different looking worlds etc...
So, I'm new to this kind of game and I have to say that I'm at a complete loss on one thing...
To make a workbench, I need 4x wood in 2x2 crafting. So, I get 4 block of wood and it shows on my tool belt as wood x4, right? I can open up 2x2 crafting and drag/drop that item in and the only results I get are 8x wood planks... no option for workbench. But... if I get a block of wood, move it out of my tool belt, get another block and move it out as before, etc... to the tune of having 4 individual slots filled with wood blocks of at least 1 qty, I can then make the workbench.
This seems remarkably counter productive. Am I missing a somewhat less than obvious thing here?
OK, after typing this up, I decided to just goof around with the possibility of touch options. I figured out that if I long press the group I can tap with my other finger as many times as the qty I want to drag/drop. I cannot find this in the blue book and it seems a rather important little bit of info.
I have added this into the (blue) survial book for the next patch, thanks for letting me know.
Have you any other ideas or anything else you want to ask about?
Hi there guys,
I am a Medical student from Amsterdam. and have finally decided to participate in this forum with the goal Sharing My personal android [Apps] and [Tips] that survived years of evolutionary pressure. And I want to do so in a way that is a little bit different than that we are used to, via a mindmap that is (scroll down) :good:
Get me right here I am by no means even remotely related to the neighbor of the cousin of a Developer.
I am just one of you guys, a regular general xda users that is trying to distillate everything useful out of these Forums and put it to use
This is the moment I will spit some of this love right back in thy face.
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[Introduction]
Gone are the days of typing a text messages with T9 only to find yourself counting the characters to minimize it all to 1 SMS.
These are the days in which we use our phones (to) excessively for every little this and that.
I do believe that it is how we have set up our phones on a the basic level (not the Rom, kernel, ect we have installed on it) that determines most of our user experience. I know that I probably p*ss*d off several people right there.
Don't get me wrong here, these forums are full of GREAT Devs delivering GREAT work kernel-and-rom-wise. And YES I do think that for instance a different touch-screen driver can defiantly be a game changer in the way we use our phone. In addition, there are much more of these examples(charger control, screen calibration etc.) that quite enhance user experience.
In my humble opinion I know that eventually these things are not what makes my phone a great, useful or even mind extending tool. Trust me here, for quite some time I have been coping with well-known tendency to keep flashing and flashing.
trough the years I have gone all MAD- [ASOP-MIUI-CAF-CM(lots of its "distro's" included)-Sailfish-Stock'nd'Hybrid]-APE-Sh*T on my Phones (i9070 -> nexus5 -> Opo)
I have to admit that there are still times (*kuch*OFTEN*kuch*) my behavior relapses into the fatty livered Flashaholic I once was. :crying:
I know for a fact that there are quite some readers who are like "yup. I can relate to this". :highfive: ! so lets get serious.
Generally speaking, every time you flash a (non-major android release)ROM there doesn't really change anything essential in the way you use your phone right?
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I do not want to get all to jibberish philosophical on the subject because initially I am here to bring you something hopefully useful. So you can skip this paragraph if you want:
All I know is that the PLACEBO effect does quite some magical things to the humans we are, so my best guess is that most probably "it" does also it's effect on these forums. In short:
If we expect X then we will experience at least a little bit of X. :angel:
For that, If we put effort into flashing a zip and we get an emotional stimulus accordingly (examples: "Look at me being awesomely geeky" or "Wow I hope I won't be destroying my phone with this flashable camera Hal") Chances are that what we will experience as
"THE SMOOTHEST ROM EVER" will at least partially be caused by this often seemingly paradoxical phenomena called Placebo.
Sounds familiar right. This example is simply written in about only 8 out of 10 threads you open. :silly:
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But well, lets get to what it is this seemingly cynical person has you to offer :good: (don't worry) :
Over the years, there have been several "phases" In winch we have gone knee deep into a specific topic. I think this will not sound unfamiliar since I am definitely not the only one here. Just to name a few, I know some of you can relate to.
Launchers, Equalizer, gestures, photography(editing),remote control, and so on and so forth. my most recent for instance are Raw photo shooting and Google Cardboard. I say knee deep because as I said before I am no developer so I haven't gone in neck(code)deep.
What I want to do in this thread is described the Android deliciousness that have survived this strong urge to keep jumping from one '"Phase" to another and to combine this with the tweaks and general stuff that has made it so far trough the rising android evolutionary resistances by growing competition and the constant change of the technological world we live in.
Of course, I am not going to make this a freaking blizzardous long post containing all details and way to obvious apps etc. because that would
1]. Not be of any use for you. since you probably know everything already.
2]. Everything you have to setup according to your style. There are only a few MUST HAVE things which get a special treatment. (see photo below)
3]. Thiss will take me way to much time which I don't have since I am already typing this document to avoid studying.
Tldr:
I am going to superficially share my personal distilled [APPS] & [TIPS] and the way I use my phone every day. Hopefully skipping most of the way to obvious aspects. (facebook,Instagram,the power on button of your phone..or the fact that you are continuously seeing your nose without you even realizing it.etc) I want to keep it readable. agreed? See below
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
DISCLAIMER
Did you notice how I did my best to emphasize the "personal" aspect of this thread in the first Alinea? If not let me just explain one seemingly simple thing. I am just a 22 y.o. Dutch student with his own views on the world and for that on the way we use our phones. If you think I suck because of the things I write in this thread. Then I want to congratulate you! You are as human as me. we all have opinions. Sharing them in a respectful/discrete way is MEGA appreciated. see what I did there?
[ If by any means I violate forum rules please make me aware of that. ]
Foresight:
The second and third post will be used for working out the things stated above.
I have been typing and thinking for two days now and I wanted to let you guys know I was working on something. Therefor this not yet completed "paper" It already contains the essentials, though!
Since this is my first post ever let me know what you think.
please.
Have a great day, Greetings from Amsterdam!
Reserved 1
Reserved 2
A TLDR version would be great.
You wrote a book about nothing , are you sure youre not a political science major?
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