Anybody releasing a completed RPG game on either Android or OUYA? I'm seeing lots of talk about releasing their completed platform game on this thread, but no RPG games?
Someone should release a full RPG game on OUYA before their market gets too crowded with other games. I am sure any good RPG game would easily trigger a purchase. I guess the only set back is not being able to sell on OUYA yet. Hopefully this gets implemented soon so that we have a chance to sneak into the OUYA store before other indie devs release their stuff.
Also, just having the ability to release and sell an actual Android game is getting me rather excited to try and create something. Even something short for free to see how many downloads it might get. There is a large number of retro RPGs on Android, and they do sell, maybe not in the millions, but they do sell at least a couple hundred depending on the quality. Lots of developers make their living from creating Android software and games, why don't we give it a shot?
My only excuse until now for not releasing anything on Android is my lack in Java programming skills. There are alternatives out there, but they don't do exactly what I want. I have been using the OHR engine for years, and know it really well. For anyone else who knows the engine really well, you should consider this as a HUGE opportunity. Unlike myself, there are people here in this community who are very skilled at drawing and music. Not every great game had the absolute best graphics, but some of the artists and music composers in this community are really impressive, and if you released a game on the Android market, it should sell fairly well. If your lucky, IGN or another gaming website may take notice and there you go! IGN does do reviews of both Android and iOS games on their YouTube channel. Most of the games they showcase are indie ones.
Unlike the OUYA, you can easily create a purchasable game. If you also want to release a demo/free version you can! Here's an idea how to limit a full game in some manner, you can use a TAG which is set in the newgame script. Export 2 separate versions of your game, one being the one with the TAG being set on, and the other with the TAG being set off. You will of course need to make use of this TAG in your game somewhere to limit the player from specific things. It's much easier than making 2 completely different games, just make one game and use a TAG to determine if the game is bought or not.
So what is everyone waiting for, start creating the next big Android game while you wait for James to polish out the Android support.
I'll probably release Merciful Mungbeans once it's completed. I'd need someone to help me make sure it ports well since I lack an OUYA and have no money for one.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
I guess it is about time I give a new status update on the Android port. As you may already know, several games are already published.
=Google Play Store=
* C. Kane
* Cat In Box
=Amazon App Store=
* Cat in Box
=OUYA Store=
* Clam Digger
* Don't Eat Soap
* Tim-Tim the Mighty Gnome
If anyone feels their game is ready to publish, please let me know.
There are a few technical issues that I still need to solve. I'll list them here so you can decide if they matter for your game or not:
* Midi music Sound Font. To play Midi music, I have to include a sound font. The only good free one I know about is 17 megabytes. So if ogg conversions of all your midi music is smaller than 17 megabytes, it works best to pre-convert all your music to ogg.
* The first time you play a game, there is an unzipping stage that takes some time. For big games with lots of music this is currently probably a dealbreaker. I am confident this can be solved eventually, but for now I don't know how to solve it yet. This doesn't matter for games that are smaller than about 25-30 megabytes (music included), but for games like Sword of Jade this means first-time load is about 50 seconds.
* There is still no option to auto-hide button overlays when text boxes display
* There is still no way to have different button overlays in battles vs on the map (Whether or not this matters for your game depends on how your battles are set up, and whether or not you care about the same button being used for cancel/run)
* Still no in-app-purchases
* Maybe some other stuff I am forgetting about.
=Google Play Store=
* C. Kane
* Cat In Box
=Amazon App Store=
* Cat in Box
=OUYA Store=
* Clam Digger
* Don't Eat Soap
* Tim-Tim the Mighty Gnome
If anyone feels their game is ready to publish, please let me know.
There are a few technical issues that I still need to solve. I'll list them here so you can decide if they matter for your game or not:
* Midi music Sound Font. To play Midi music, I have to include a sound font. The only good free one I know about is 17 megabytes. So if ogg conversions of all your midi music is smaller than 17 megabytes, it works best to pre-convert all your music to ogg.
* The first time you play a game, there is an unzipping stage that takes some time. For big games with lots of music this is currently probably a dealbreaker. I am confident this can be solved eventually, but for now I don't know how to solve it yet. This doesn't matter for games that are smaller than about 25-30 megabytes (music included), but for games like Sword of Jade this means first-time load is about 50 seconds.
* There is still no option to auto-hide button overlays when text boxes display
* There is still no way to have different button overlays in battles vs on the map (Whether or not this matters for your game depends on how your battles are set up, and whether or not you care about the same button being used for cancel/run)
* Still no in-app-purchases
* Maybe some other stuff I am forgetting about.
Bob the Hamster wrote:
If anyone feels there game is ready to publish, please let me know.
*their
sorry, couldn't help myself. It'll be a tad bit before I get to that point, but I hope to publish Merciful Mungbeans some day soon. totally free, of course.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
...any reasonable way to convert BAM to OGG? I might be able to force myself to eventually finish Maces Wild (replacing Dare to be Stupid and removing the likeness of Mr. T for obvious legal reasons reasons) if there was such.
Remeber: God made you special and he loves you very much. Bye!
Remeber: God made you special and he loves you very much. Bye!
but dare to be stupid and mr. t are awesome! so is lack of capitalization, apparently
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
I'd need to ask Weird Al's permission to actually use that song in the game though (Mr. T's likeness I could probably get buy with it being parody and all, but I'd kinda rather not; at least, not without redrawing it and actually doing something with the character).
Remeber: God made you special and he loves you very much. Bye!
Remeber: God made you special and he loves you very much. Bye!
I'm gonna try to get a revised copy of mine and Moogle's game, Scare Spree, ready for Android port by end of October, in time for Halloween. I think for the casual gamer, it'd be perfect since it's just a fun arcade style game.
Check out Red Triangle Games!
Check out Red Triangle Games!
C. Kane's up on Amazon now and Horse Game is up on Google Play, with Amazon to come next. Horse Game is free so please download it bros.
Super Walrus Land: Mouth Words Edition
Super Walrus Land: Mouth Words Edition
Nathan Karr wrote:
...any reasonable way to convert BAM to OGG? I might be able to force myself to eventually finish Maces Wild (replacing Dare to be Stupid and removing the likeness of Mr. T for obvious legal reasons reasons) if there was such.
You convert BAM into MIDI, and then you use a tool like Timidity to convert MIDI into WAV, and then you use Audacity to convert WAV into OGG.
Depending on how many BAM songs you have, it might be easies to just include the 17 mb soundfont.
As for Mr T, it is perfectly legal to have a sprite who *looks* like Mr. T. This is okay from both a Copyright and a Trademark point of view.
Having him actually named "Mr. T" might be a small trademark risk, so IANAL, but I think renaming him to Mr. Y or something like that is a good idea.
RedMaverickZero wrote:
I'm gonna try to get a revised copy of mine and Moogle's game, Scare Spree, ready for Android port by end of October, in time for Halloween. I think for the casual gamer, it'd be perfect since it's just a fun arcade style game.
This is a good idea! Haloween! :)
Bob the Hamster wrote:
You convert BAM into MIDI, and then you use a tool like Timidity to convert MIDI into WAV, and then you use Audacity to convert WAV into OGG.
A quick bash script on a UNIX-like system could be used to process entire directory of BAM files and convert them to OGG with no user interactions. I'm sure Microsoft PowerShell can also perform the same feat for you Windows kids out there.
Here's something quick to get you started on your adventure:
Code:
for i in ls -C1 *.BAM
do
bam2mid $i $i.mid
[run Timidity here] $i $i.wav
oggenc $i
done
for i in ls -C1 *.BAM
do
bam2mid $i $i.mid
[run Timidity here] $i $i.wav
oggenc $i
done
Bob the Hamster wrote:
As for Mr T, it is perfectly legal to have a sprite who *looks* like Mr. T. This is okay from both a Copyright and a Trademark point of view.
I agree, and a fully licensed game which was finally re-released on Wii U called Earthbound AKA Mother 2 has a character which has an uncanny resemblance to Mr. T in the town of Twoson, he is walking outside the mall/department store.
For the convenience of anyone who wants their game packaged, here are some examples of image files for the gamepad overlay. Any square images will work
dpad.png
button0.png button0down.png
button1.png button1down.png
The "down" variations are the images that appear when the button is pressed. Moving the image down, or scaling it to 95% of its original size are quick easy ways if you don't want to draw a separate image.
Here is an example of how they look on a 7-inch tablet:
The exact size and spacing might vary slightly depending on the size of your phone or tablet. (and of course on OUYA these are not used at all)
dpad.png
button0.png button0down.png
button1.png button1down.png
The "down" variations are the images that appear when the button is pressed. Moving the image down, or scaling it to 95% of its original size are quick easy ways if you don't want to draw a separate image.
Here is an example of how they look on a 7-inch tablet:
The exact size and spacing might vary slightly depending on the size of your phone or tablet. (and of course on OUYA these are not used at all)
What type of image file do we make the specs for this as? Walkabouts?
Check out Red Triangle Games!
Check out Red Triangle Games!
RedMaverickZero wrote:
What type of image file do we make the specs for this as? Walkabouts?
Nah, the gamepad overlay images are done completely outside of the ohrrpgce right now. They should be .png format with transparency, and the size can be absolutely anything as long as it is square.
Ah, that sounds cool. You mentioned there was issues with the d-pad? I worry about this as I don't think there are any google games that are based around running around beyond RPG capabilities (example: mazes and puzzles) that require precise timing. How do we refine that so to speak? We want to sell our games AND promote the ohr as best we can.
Check out Red Triangle Games!
Check out Red Triangle Games!



