51 (edited by deen 2015-08-17 02:30:33)

Re: [GAME] Teeworlds on Android

pelya wrote:

I've implemented the same controls as in DDNet client, they can be selected in game settings.
What other features does it have? (except for map editor, I won't be implementing that)

Fast map downloads, 64 player support, better support for finding all servers with a bad internet connection, you can return and keep playing after a timeout, and basically everything else that's been implemented in DDNet in the last 2 years: http://ddnet.tw/ , http://ddnet.tw/client/ , http://ddnet.tw/downloads/

It's pretty actively developed, which is why I keep the Android code in the same repo with a few ifdefs.

52

Re: [GAME] Teeworlds on Android

I've taken a quick look at it, I can tell that merging Android changes will be a pain. I'll try to merge my changes when I'll have some free time.
Instead of #ifdef-ing everything, I'm maintaining a separate Android-specific Git branch, and only #ifdef things that do not compile for PC, so the code is cleaner, I still can build PC version for debugging, and it's waaay easier to merge changes from upstream, and I can do 'git diff 0.6' to get only my own Android-specific changes.

53

Re: [GAME] Teeworlds on Android

Well, I've implemented accelerometer controls, which I think are similar to the Blackberry version (despite never seeing Blackberry controls in action). I've also fixed map downloading.