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The Adventures of a Rubber Ball - Play Store.

The Adventures of a Rubber Ball - iOS App Store.

Trailer: https://www.youtube.com/watch?v=aalzfbFU4S8

Avoid traps and obstacles to reach the end of the levels. Gather all the coins and find the secrets to unlock
a final, harder level.

SinglePixel-soft.eu
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screen5.jpg (348 Kb)
Post edited October 04, 2016 by GeorgeCY
Congratulations!
Thanks for sharing. Your Playstore link is broken due to an extra period in the end which needs to be removed.
The link is wrong, mate. :P
GOD you guys are fast.
I'm not sucking up here when I say this looks REALLY cool.
@ tinyE thanks :)
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GeorgeCY: The Adventures of a Rubber Ball.

For Android, soon iOS to follow.
Trailer: https://www.youtube.com/watch?v=aalzfbFU4S8

Avoid traps and obstacles to reach the end of the levels. Gather all the coins and find the secrets to unlock
a final, harder level.

SinglePixel-soft.eu
I have a question. Please don't take this the wrong way. It's not so much criticism as bafflement and genuine curiosity, backed by the knowledge that I appear to be in the minority on this.

When you design a game obviously meant for physical controls, why would you choose a platform where a touchscreen is the only option? Conversely, if the platform is the more important thing to you, why did you not design a game suitable for touchscreens?

It should be apparent that I detest "virtual joysticks" and accelerometer controls (but kudos to you for actually making accelerometer calibration an option), but as I said, I am fairly certain I am in the minority on this, given how many games of this type are on mobile. If everybody hated those thing as I do, I guess they wouldn't be as ubiquitous as they seem to be.
Post edited October 03, 2016 by Wishbone
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Wishbone: I have a question. Please don't take this the wrong way. It's not so much criticism as bafflement and genuine curiosity, backed by the knowledge that I appear to be in the minority on this.

When you design a game obviously meant for physical controls, why would you choose a platform where a touchscreen is the only option? Conversely, if the platform is the more important thing to you, why did you not design a game suitable for touchscreens?

It should be apparent that I detest "virtual joysticks" and accelerometer controls (but kudos to you for actually making accelerometer calibration an option), but as I said, I am fairly certain I am in the minority on this, given how many games of this type are on mobile. If everybody hated those thing as I do, I guess they wouldn't be as ubiquitous as they seem to be.
Nooooo you are not the minority in this. I also believe in making a game for a platform while taking into account the features of each platform. But this was my first big one and i didn't really had an idea for a touch only game.
Half way through, i came up with 2 ideas that on a mobile device can be touch only... But oh well. It took me 2 years to make everything so i wasn't going to throw it away. At first the game's prototype was actually 2D and you would spin the tablet around. You were controlling the level instead, and the ball was just tumbling along. But i managed to make it confusing...
So i went to a more traditional route. So i kept the accelerometer function. Then i thought "what if you are lying on bed?" So i added the joysticks. It may be the easy way out, showing a familiar control scheme, that hides your screen because of your fingers :P

The game also supports physical gamepads AND attached keyboards. Why i didn't got for a PC release? I never thought that it would pass steam greenlight, and i didn't have an idea on how to sell it for a PC. While mobile has easy to access stores. Of course that means you get buried and try to promote your self.

Being inexperienced with this thing, I had the idea that it would be easier for mobile. Nooooope.
And i was trying to do something that i'm familiar with. Yeeeeap.
At least the jumping is predictable because no matter how you hit the button, it jumps with the same force.

The next one will be simple shapes and touch only, no accel or joys.

GOD i killed 2 mosquitoes and there's a 3rd one!
Post edited October 03, 2016 by GeorgeCY
If you want to release it on PC, maybe https://itch.io/ is the way to go then?
This looks like Super Mario 64, but if Mario was a ball, there were touchscreen controls, stuff was made out of blocks, and literally everything in the universe was put in place for the sole existence of ending his meager life.

+1, would play. Don't introduce any microtransactions or we'll have your hide hanging from a pole in the middle of the town square by noon.
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zeogold: +1, would play. Don't introduce any microtransactions or we'll have your hide hanging from a pole in the middle of the town square by noon.
RELAX! he's not Mussolini!
Nice, looks good.

Reminds me of Super Monkey Ball.

Well done, hope it goes well for you :)
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tinyE: RELAX! he's not Mussolini!
I make too many of these things.
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Kudos! That represents quite an extreme amount of work. Good luck with it! Hope it makes you some money. :)

Let me ask you a few questions : What API's and libraries did you use to make this? Language? Is it your own engine or Unity or something else? How long did it take you from start to finish? Did you have a design doc up-front or just developed it organically? How long have you been programming games?