New version of Armor Alley available 200907131

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Arthur Britto

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Jul 13, 2009, 11:08:42 PM7/13/09
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Hi Everyone,

The first try at customer accelerometer configuration/calibration is
available.
- This version is not intended to work face down.

-Arthur

== New in 200907131 ==

* Added: custom accelerometer configuration


David Markowitz

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Jul 14, 2009, 11:12:18 AM7/14/09
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So other than the screen flipping over when the phone is angled at a certain point, what's the difference?  I didn't see any calibration menu/option.

Also, I've been noticing the score will quickly grow huge at certain times - I think when I order units.  Doesn't happen all the time though.  I assume this is a bug - doesn't seem like a "feature"



:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio



Arthur Britto

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Jul 14, 2009, 12:07:03 PM7/14/09
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Hi Dave,

On Tue, 2009-07-14 at 08:12 -0700, David Markowitz wrote:
> So other than the screen flipping over when the phone is angled at a
> certain point, what's the difference? I didn't see any calibration
> menu/option.

There is a new section in the manual. It is linked in the "New in this
release" section.

=== Custom accelerometer configuration ===

You can play Armor Alley, in a custom configuration. The neutral
orientation, is the orientation which makes the helicopter hover in the
center of the screen.

To play with a neutral orientation which is neither perfectly vertical
or perfectly horizontal:
# Hold the device in the desired neutral orientation.
# Swipe right from the top center of the screen to set and enable a
custom accelerometer configuration.
# Armor Alley will play an acknowledgment sound and remember the
configuration for the player.

To clear the custom accelerometer configuration:
# Swipe left from the top center of the screen.
# Armor Alley will play an acknowledgment sound and clear the
configuration for the player.

Cheers,

-Arthur


Arthur Britto

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Jul 14, 2009, 12:32:28 PM7/14/09
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Hi Dave,

On Tue, 2009-07-14 at 08:12 -0700, David Markowitz wrote:

> Also, I've been noticing the score will quickly grow huge at certain
> times - I think when I order units. Doesn't happen all the time
> though. I assume this is a bug - doesn't seem like a "feature"

Two types of score are shown:
* Your current score:
** You lose points when your elements are created and die.
** You gain points when enemy elements are destroyed.
* Your bonus score:
** The bonus is added to your score when you win.
** The bonus includes a points for your elements and enemy elements on
the field

As a result:
* when you create a convoy, your score will diminish and your bonus will
grow.
* when the enemy creates a convoy, your bonus will grow.

I examined all lines which changed the score and did not see anything
wrong. Does the above information describe what you are seeing?

Thanks,

-Arthur


David Markowitz

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Jul 14, 2009, 12:43:22 PM7/14/09
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I think maybe I didn't explain well enough - the score graphically grows - it moves and zooms in to encompass the center of the screen and then disappears.  All happens in a fraction of a second.  It's whichever score is yellow - I think the current score?



:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio




Arthur Britto

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Jul 14, 2009, 12:56:27 PM7/14/09
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Hi Dave,

On Tue, 2009-07-14 at 09:43 -0700, David Markowitz wrote:
> I think maybe I didn't explain well enough - the score graphically
> grows - it moves and zooms in to encompass the center of the screen
> and then disappears. All happens in a fraction of a second. It's
> whichever score is yellow - I think the current score?

There was a version which expanded the score. I didn't think anyone had
chance to get it.

In any event, I believe it is fixed in the lastest version. Could you
confirm you are running 200907131? You can look at the manual to see
the installed version number.

Thank you,

-Arthur


David Markowitz

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Jul 15, 2009, 12:06:17 PM7/15/09
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Ok, yeah, it looks like it was the older version.  I have the latest version and haven't seen the problem with it.



:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio




David Markowitz

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Jul 15, 2009, 12:17:02 PM7/15/09
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Ah ok, cool - works well.  Are you planning on making a visual interface for that in the options or somewhere?  The number of invisible controls are mounting (eject pilot, pause, flip heli, accel config, and one more I'm forgetting) - that's a lot of controls people have to remember.  I think a couple is ok, but when you start getting this many, I wonder if users may complain about that.



:-Dave


David Markowitz

da...@artfoundry.com

www.artfoundry.com

A creative media studio




Clymos

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Jul 16, 2009, 12:09:30 AM7/16/09
to Armor Alley
I think it would be difficult to have a button for everything because
there are so many controls to this game. I think the current number of
invisible controls are fine. It takes a little getting used to but its
not overwhelming.

On Jul 15, 11:17 am, David Markowitz <d...@artfoundry.com> wrote:
> Ah ok, cool - works well.  Are you planning on making a visual  
> interface for that in the options or somewhere?  The number of  
> invisible controls are mounting (eject pilot, pause, flip heli, accel  
> config, and one more I'm forgetting) - that's a lot of controls people  
> have to remember.  I think a couple is ok, but when you start getting  
> this many, I wonder if users may complain about that.
>
> :-Dave
>
> David Markowitz
> d...@artfoundry.comwww.artfoundry.com

Arthur Britto

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Jul 16, 2009, 12:24:46 AM7/16/09
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Hi Dave,

On Wed, 2009-07-15 at 09:17 -0700, David Markowitz wrote:
> Ah ok, cool - works well.

Great.

> Are you planning on making a visual interface for that in the
> options or somewhere?

The next release has an option to turn it on and off in the settings
area.

> The number of invisible controls are mounting (eject pilot, pause,
> flip heli, accel config, and one more I'm forgetting) - that's a lot
> of controls people have to remember. I think a couple is ok, but when
> you start getting this many, I wonder if users may complain about
> that.

Pause and flip are so vital they are documented in the guide. In
particular, pause is my biggest worry and candidate for complaints.
Luckily, they can leave the game with the home button.

The other controls are for more advanced play. That is, they are not
vital for beginners to use or memorize. In particular, customizing the
acceleration needs to happen only once. And, abandoning the helicopter
is for rare circumstances.

The other two invisible controls are swipe left and right from the
center. They are not vital and perhaps should be removed.

I worry, that I may be adding a couple of more controls for multiplayer
play: voice chat enable/disable.

Cheers,

-Arthur

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