Thanks a lot! Indeed I decided to use jME because of the platform independence! Currently it runs fine under Windows, Linux, Mac, iOS and Android. (Although I test only a few platforms frequently.) But I’m not sure if I release it on Desktop…, but now I think over it again
The performance should be much better than before:
Activated native bullet.
Removed loading nifty-gui XML files. (Only required on desktop)
OpenGL error on startup fixed (tester did not give me further details, maybe device says it supports DXT1A, but doesn’t? Anyway I assume now that Android never supports it)
@PewPewKapowie Sorry, no bigger buttons, no virtual joystick
Today I released a new version of my game. Free for a limited time only!
It has many improvements especially for iOS, so now it’s equal to Android!
It’s the first version that deserves to be called a complete game.
Feedback is always welcome.
To answer your previous feedback:
There is no tutorial. I think it’s more fun to find it out for yourself. It’s not as hard as Zelda or something.
Some Android devices take ages to load my app. A blank screen while loading is normal. Sorry, I don't know better!
Still no virtual joystick.
Spoilers
To run or jump in a diagonal direction, just drag to change your view. A virtual joystick would make it too easy! (To be honest: A virtual joystick is not so easy to implement…)
All levels are solvable. Even if it drives you nuts. Nerve-wrecking sound F/X enhance this feeling.
Remember there is is a rewind button if you fall down or reach a dead end. Or just restart the level.
Teleporters below a ceiling are sometimes harder to enter. You have to run and jump into. (I improved it a little, but still found a level where you need to run. I'm working on it.)
I don’t like spoilers, now I feel like telling you that Luke’s father is …
Now I’m looking forward to playing your iOS games… jMonkeyEngine makes it possible!
Thank you so much!
Arrrghh. iPhone 6 Plus is currently not supported! (Simply does not react.) Thanks for your feedback. Update submitted, guess in about 8 days you’ll see it.
I tested it in the Xcode simulator, which was obviously not enough. :chimpanzee_lobotized: The simulator says the resolution is 1242 x 2208 and a device says it’s 1080x1920. See iPhone 6 spec, but that doesn’t explain why simulator/device differ. :chimpanzee_confused:
I updated my game to jME 3.2.4 for iOS and Android!
Now instead of the nerve wrecking DPAD there is a virtual joystick. Control is much better now, but still a challenge on a touch screen.
Due to Corona I could not personally test on an Android device. So I hope for the best.
In the Android emulator Genymotion and BlueStacks it works fine so far.
And yes, I am the crazy guy who has no Mac and no Android device, but develops for iOS and Android Thanks to jME!
[[I have a virtualized Mac and an iPhone + iPad.]]
I was quite happy with the new jME: I could remove a lot of workarounds: BitmapText now works on iOS and also nifty-gui is fully supported.