 Mine usually involve heavy street fighting with variable success.
 Mine usually involve heavy street fighting with variable success.Thanks for the screens

 Mine usually involve heavy street fighting with variable success.
 Mine usually involve heavy street fighting with variable success.

 http://starinfidel.co.cc/drwest/
 http://starinfidel.co.cc/drwest/





 the game can occasionally generate a map with places like that. technically there's even a very small chance of completely unplayable map, but i can't do much about it.
 the game can occasionally generate a map with places like that. technically there's even a very small chance of completely unplayable map, but i can't do much about it.

 The main problem is that I don't own either of Android or iOS devices so I can't tweak the gameplay and UI to those. And I can't really imagine any of my games playable on smartphones. Tablets should be okay, though.
 The main problem is that I don't own either of Android or iOS devices so I can't tweak the gameplay and UI to those. And I can't really imagine any of my games playable on smartphones. Tablets should be okay, though.
 Tooltips could be done by making the cursor controllable by an onscreen keypad, which should have the same hover behavior. You don't need an android device to make apps for it, the SDK includes an emulator (use Andriod Scripting Environment to make native Javascript+HTML apps). You could use http://www.appcelerator.com/products/ to port it as well, I think it provides emulators for both iOS and Android environments.
 Tooltips could be done by making the cursor controllable by an onscreen keypad, which should have the same hover behavior. You don't need an android device to make apps for it, the SDK includes an emulator (use Andriod Scripting Environment to make native Javascript+HTML apps). You could use http://www.appcelerator.com/products/ to port it as well, I think it provides emulators for both iOS and Android environments. 



 My own playthroughs tend to be fairly the same - I build up some strength, then make an epic battle with the police and it usually ends there after some time with victory or defeat. Also it's hard to meditate while playing
 My own playthroughs tend to be fairly the same - I build up some strength, then make an epic battle with the police and it usually ends there after some time with victory or defeat. Also it's hard to meditate while playing 

starinfidel {l Wrote}:> Well, they ported Angbad to Android
I have to see it to believe it's actually as playable and fun as it's desktop version
starinfidel {l Wrote}:> Tooltips could be done by making the cursor controllable by an onscreen keypad, which should have the same hover behavior.
Could you explain that?
starinfidel {l Wrote}:Also, shouldn't it work in the browser there already? I tried Android SDK before, sure, but it just wasn't the same thing
P.S. I vaguely recall having a conversation over email with some guy who played Evil Cult on iOS. And he actually managed to complete it though of course without node tooltips and having to scroll to see status etc it was pretty ugly.

TheAncientGoat {l Wrote}:starinfidel {l Wrote}:> Well, they ported Angbad to Android
I have to see it to believe it's actually as playable and fun as it's desktop version
It is! Esp. if you have a phone with a hardware keyboard
Overlay something like this, which moves a "cursor" over the tiles, instead of relying on having people click on specific tiles with their fingers.

TheAncientGoat {l Wrote}:starinfidel {l Wrote}:Also, shouldn't it work in the browser there already? I tried Android SDK before, sure, but it just wasn't the same thing
P.S. I vaguely recall having a conversation over email with some guy who played Evil Cult on iOS. And he actually managed to complete it though of course without node tooltips and having to scroll to see status etc it was pretty ugly.
It does render, but input is impossible for Doctor West, at least on Android.






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