600!

I started this blog in february 2010. Since then i wrote 223 blog posts and you guys commented 600 times! That’s an average of roughly 3 comments per post. Not bad.

The daily unique visits vary between 400 and 800, depending on the day of the week. Interestingly it’s less on weekends. So either you guys slack of quite a bit during work or you actually use the information i put out to produce something awesome.

Whichever way it is, i hope you keep reading as i enjoy sharing my random ramblings with the public. After the 29th of September i’ll have more time to get back to Android and game programming and i have a couple of posts in mind that might be of interest to you. I’ll also add new things to libgdx and clean it up a little. If anyone wants to help with that drop me a line or comment here.

Thanks a bunch!

Terminal 5 Released!

Update: there was a bug that prevent terminal 5 from being displayed in the market on 1.6 phones. Try it again! (Thanks for reporting Joachim).

From time to time i give some of my developer friends a badlogic bump (yes, plain plagiarism, and it can’t even be considered a bump). Anyways, today i’d like to tell you about +1 Labs and their game Terminal 5 which was released to the market just a few minutes ago.

Terminal 5 is an awesome little puzzle game. You give instructions to a robot which then executes them. Each instruction either moves the robot or rotates him. Your goal: command the robot to successfully navigate a series of mazes with various obstacles. The game has a very polished feel to it and is very challenging in the later stages, a real brain teaser. The in-game graphics are fully 3D, altough most of the time you’ll see the game board in an overview.

Moritz, one of the developers got in contact with me earlier this year to tell me that my MD2 loader and renderer which i wrote for the german Android game development tutorial sucks. He subsequently send me a patched version which he now also uses in Terminal 5.

What i especially like about Terminal 5 is the way it was tested. Moritz set up an elaborate set of questions for his beta testers which helped shape the final game design. The outcome is pretty awesome and well worth your time.

Here’s a screenshots for your viewing pleasure:

And here’s a promo video!

The game is currently available as a lite version and as a paid version (1.99€). Appbrain hasn’t indexed it yet, i’ll supply a QR code and link later. Go check it out!

Beginning Android Games Chapter 1 Done!

edit: if you look up the book on Apress.com you’ll notice that the book’s description is a bit different from what i have in my TOC. That’s because originally Richard Taylor, creator of Rokon, should have written the book. It’s his old description. He eventually gave up due to time constraints.

Hurray, i just finished the first draft of chapter one of my upcoming book “Beginning Android Games” published by APress. Here’s what it’s going to talk about:

– A Brief History of Android (talks about it’s origin and life so far)
– Fragmentation (Yes i wanted to put that in early on :p)
– Android Features and Architecture (basically explain the architecture image from the developer guide)
– The Software Development Kit (brief overview of what it is an offers. We’ll get into that in detail in the next chapter)
– The Developer Community (where to get help, ask questions and how to behave, plus Android mascot)
– Devices, Devices, Devices ( discusses minimum specs, device generations (first, second, next), game controllers (Zeemote, Game Gripper))
– The Role of Google (Android Open Source Project, Android Market Overview, Challenges, Device Seeding and Google I/O)
– Mobile Gaming is Different (gaming machine in your pocket, always connected, causal and hardcore, big market, small developers)
– Summary

It’s currently 21 pages long. I guess it will scare away some people that like copy & pasting code to create the next MMORPG with photo realistic graphics but i want people to understand the whole Android ecosystem. It took me a shitload of time to know all the places to go, terminology and so on. So i hope that’s valuable.

It took me about 8 hours to write this, which is really slow in my opinion. I tend to write a lot faster. I split up the writting in sessions of 2 hours each which works pretty well so far. I assume that it gets a lot easier once i get into the coding chapters. I just hate writing about the boring stuff that you sadly have to know. I’m really looking forward to the next chapters. We’ll see how long i can keep up that enthusiasm.

Robert Green from Battery Powered Games is my technical reviewer, contracted by APress. He’ll probably tear his hair out when reading my broken english :p Can’t wait for his comments.

Yay! Now i have to learn algorithms and datastructures for my job interview in Switzerland next wednesday… Noooo 🙁