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L!TH!UM

unread,
Sep 8, 2011, 8:45:12 PM9/8/11
to PrBoom 4 Android
Alright kiddies, I figured I'd post a message letting you all know
that I have been working hard on a new release of PrBoom4Android and
version 1.2.2-beta is now available for you to enjoy! A lot as been
done since the last time I made an official release.

Here is what's new from the change log.
1.2.2-beta
------------
+ Game screen now rendered to a SurfaceView for better performance
and frame rates.

1.2.1-beta
------------
+ Increased height of l/r turning to compensate for issues with
multitouch.

1.2.0-beta
------------
+ Added all necessary on-screen controls for touchscreen only devices
to play Doom.
+ Minor tweaks and code clean up.

You'll want to head on over to http://code.google.com/p/prboom4android
and start playing Doom once again!

Now it's time to get back to work.


-L!TH!UM-

Ivan Volosyuk

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Sep 9, 2011, 10:10:49 AM9/9/11
to doom-for...@googlegroups.com

Awesome! What kind of touch screen controls have you made? I did some hacking and liked a lot the idea of mouse-look, well finger-look ;) I also tried tilt to move, but it was too unusual, it could work better if the speed of movement matched the tilt angle.

It's nice to have full sources, finally! Are going to upload to market?
--
Regards,
Ivan

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L!TH!UM

unread,
Sep 9, 2011, 1:25:52 PM9/9/11
to PrBoom 4 Android
You can check out the touch controls in some of the images in the
HowTo @ http://code.google.com/p/prboom4android/wiki/HowTo. I've
implemented a multitouch scheme so that the player can use the D-Pad
while also pressing the turn pad or pressing fire.

Once I feel the game is as user friendly as possible, I'll release it
to the Android Market. I'd like to avoid users sending me a ton of
emails, although that is probably wishful thinking.

In the meantime, the code is complete and I make sure to commit all my
changes so that someone who grabs the source will have the latest and
greatest.


-L!TH!UM-

On Sep 9, 7:10 am, Ivan Volosyuk <ivan.volos...@gmail.com> wrote:
> Awesome! What kind of touch screen controls have you made? I did some
> hacking and liked a lot the idea of mouse-look, well finger-look ;) I also
> tried tilt to move, but it was too unusual, it could work better if the
> speed of movement matched the tilt angle.
>
> It's nice to have full sources, finally! Are going to upload to market?
> --
> Regards,
> Ivan
> On Sep 9, 2011 10:45 AM, "L!TH!UM" <clarkd...@gmail.com> wrote:
>
>
>
>
>
>
>
> > Alright kiddies, I figured I'd post a message letting you all know
> > that I have been working hard on a new release of PrBoom4Android and
> > version 1.2.2-beta is now available for you to enjoy! A lot as been
> > done since the last time I made an official release.
>
> > Here is what's new from the change log.
> > 1.2.2-beta
> > ------------
> > + Game screen now rendered to a SurfaceView for better performance
> > and frame rates.
>
> > 1.2.1-beta
> > ------------
> > + Increased height of l/r turning to compensate for issues with
> > multitouch.
>
> > 1.2.0-beta
> > ------------
> > + Added all necessary on-screen controls for touchscreen only devices
> > to play Doom.
> > + Minor tweaks and code clean up.
>
> > You'll want to head on over tohttp://code.google.com/p/prboom4android

Colin

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Sep 12, 2011, 11:40:55 AM9/12/11
to PrBoom 4 Android
Hey,

Just wanted to report somethings from the latest build.

1 - Shooting by touching anywhere on the screen (besides the controls)
is a fast way to burn thru ammo, considering it can get 'trapped' on.
Maybe a fire button or something.

2 - Hitting Run shoots

3 - Use/Open should work in the menu system as enter

4 - Fix multitouch to not get 'stuck' on certain directions (L/R can
spin in a circle if you slide your finger off the area of touch.

5 - Screen flashes for ammo and health hits don't display e.g. no
green/red tinting on hit/pickup.

Otherwise looks great and I may look at the commit to see if there is
anything I can help with!

CK.

On Sep 9, 1:25 pm, "L!TH!UM" <clarkd...@gmail.com> wrote:
> You can check out the touch controls in some of the images in the
> HowTo @http://code.google.com/p/prboom4android/wiki/HowTo. I've

L!TH!UM

unread,
Sep 13, 2011, 1:29:04 PM9/13/11
to PrBoom 4 Android
Hey Colin, glad to see you back on the scene.

A lot of the issues you have mentioned are being addressed and a
couple have made it into the current source files.

> 1 - Shooting by touching anywhere on the screen (besides the controls)
> is a fast way to burn thru ammo, considering it can get 'trapped' on.
> Maybe a fire button or something.
The firing issue has been addressed by confining the area to a portion
of the middle of the screen. This way it is away from the other
controls and avoids the issue of any mis-fires.

> 2 - Hitting Run shoots
I've had no issues with this on my Nexus One or my G1. The problem
you are having may be that you are pressing the text and not the
checkbox. The problem here is the text is a separate view. This is a
simple fix by switching to a CheckedTextView rather than using a
TextView/CheckBox combination.

> 3 - Use/Open should work in the menu system as enter
I think this is really a design preference. It works either way so it
does just boil down to a preference.

> 4 - Fix multitouch to not get 'stuck' on certain directions (L/R can
> spin in a circle if you slide your finger off the area of touch.
This is one of the bugs currently being worked on. Sometimes the
touch event is misinterpreted as the wrong control being released and
you get the effect you described.

> 5 - Screen flashes for ammo and health hits don't display e.g. no
> green/red tinting on hit/pickup.
That's a PrBoom engine issue and will have to wait just a bit to be
added.


I know you did quite a bit of work on PrBoomX so feel free to
contribute patches you feel are needed. It's always good to have a
few more people working on the project and contributing code changes.


-L!TH!UM-

Colin Knapp

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Sep 13, 2011, 5:06:23 PM9/13/11
to doom-for...@googlegroups.com
Absolutely. I can look at the touch code specifically since I ran into this, if I remember correctly what it boiled down to is that I had to put a section of code that if the finger was dragged past a certain point it issued the finger up command regardless of what the finger was actually doing. Now there was an issue with this as well that someone has to know / recognize this by re-tapping.

I'll fire up Eclipse soon and start taking a look at your updated code and my old code and see if I can find a middle ground. 

Nice job on getting the SurfaceView working, I was hammering away on that for some time before surrendering. 

- Colin
--


L!TH!UM

unread,
Sep 13, 2011, 6:33:54 PM9/13/11
to PrBoom 4 Android
I just committed some changes to the source code. The biggest being
the library is now easily compiled using the NDK and the library is
now part of the project so no need to unzip it from the assets folder,
as was previously done.

As for the SurfaceView stuff, the funny thing is I had that
implemented and don't know what happened to it. I originally did it
because the frame rate was really bad. Now it runs very smooth on my
N1 once again.


-L!TH!UM-
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