Skip to main content

PewPew Beta, for Android

Currently my work has shifted from developing PewPew to porting it to several different phone OS. I'll try to write a post later about the process of porting, because there's lot's of interesting bits I've discovered.

A few weeks ago I submitted a version of PewPew for the Bada OS to Samsung, but it got rejected because my website contained an image of an iPhone and a link to the App Store. At first I was surprised, but they simply don't want to have iPhone advertisement flaunted at their customers, which is understandable.

In the meanwhile I ported PewPew to Android and improved many things, and because I got rejected, those improvements will get to be in the initial Bada OS release as well (I try to look on the bright side of things).

Regarding the Android version, I don't know how well my app works on other phones, so I am starting a beta process. I want to get PewPew perfectly right before I submit it to the Android Market: I am a firm believer that first impressions counts.

If you want to test it, here is the .apk.

Comments

  1. Huuuh... hi !
    I'm here to ask : How did I play a campaign mod on Pewpew 1 without buying anything ?
    Was it free ?
    Because when I played it first, I was playing a campaign. Then campaign disapeared, and instead I had a menu to choose a game mode.
    Normal or not ?

    ReplyDelete
  2. Can't get into the game
    Whenever I try to it kicks me back out to homescreen. - HTC Legend with Stock 2.2

    ReplyDelete
  3. I just installed the apk on an original Moto Droid, works great so far. In the tutorial the text is a little obscured by the top pull down bar in your app.
    I am so happy that you ported this over to Android! I had a work iph*ne that I had it on, but my personal phone is android. ;)
    Great work, and Thank You!
    /Earl

    ReplyDelete
  4. Anonymous from January 3> It's a small bug :) It will be corrected in the next update.

    Ferdian> Ok, I'll investigate.

    Anonymous from January 17> Thanks for testing !

    ReplyDelete
  5. I got it off the Android market, played it a couple of times but the scrubbing around on the "joysticks" was racking the slider on my Samsung Epic, so I uninstalled it.

    Reminds me of Robotron 2084, but with the ability to shoot 360 degrees. :)

    ReplyDelete

Post a Comment

Popular posts from this blog

PewPew Live's look in a nutshell

Occasionally someone will asked how I obtained the PPL look. In a nutshell: Draw everything with lines, including the text and the various icons. It's a lot of work, but besides looking unique it creates a consistent appearance which is a thing that a lot of indie games struggle with. The lines are screen-space projected lines with miter joins. Draw the lines with additive rendering. This means that if a red and green line overlap, the overlap will be yellow. There are a few things not drawn with additive rendering (like the background of buttons to improve readability), but they are exceptions. Add bloom. There's lots of different bloom implementations. Nowadays I use a bloom that is similarly to the one in  blender's eevee . If you see banding, use dithering. Optional: Add even more post-processing like (very slight) chromatic aberration, lens dirt, scan lines, curved monitor, and vignette. No post-processing, just lines Bloom! Ignore the missing bloom at the top All the...

A general state rollback technique for C++

I wanted to write this post for a while. It describes a C++ technique to implement rollback in the context of multiplayer games that I feel is quite interesting and useful. The tl;dr is: don't bother serializing individual objects, just rollback all the memory. Rollback-based multiplayer I've been working on a multiplayer version of PewPew, and for reasons that are outside of the scope of this post, I chose to implement multiplayer with deterministic lockstep and rollback. The basic idea behind rollback-based multiplayer is that the inputs of players are replicated to all the players. Whenever a player receives the inputs of another player, the state of the game is rolled back to the point where the input happened and fast-forwarded back to the present so that the state shown to a player takes into account the inputs of the other players. Because history is being re-computed, some events get undone. For example, it's possible a player saw themselves taking a bonus, but aft...

Ridiculously cheap depth of field effect for lines

I'm working on PewPew's sequel, for which I've revamped the graphics. Instead of drawing lines directly using OpenGL, each individual line segment is made up of two triangles whose vertexes are computed with shaders. Getting lines in 3D space to be properly displayed on a 2D screen is not trivial. In PewPew's sequel I use the screen-space projected lines, a technique very well described in the  Drawing Lines is Hard  post. The upside of drawing the lines yourself is that you are fully in control, which allows you to implement nice things such as joints, perspective, and even simulate depth of field. https://en.wikipedia.org/wiki/Depth_of_field Usually depth of field (DoF) in video games is implemented using a post-processing step that blurs the pixels with an intensity that is a function of the depth of the pixels. When we are rendering lines, we can approximate DoF directly when rendering the lines by having the vertex shader increase the width of lines and r...