hey,
Because of too much spam the forum of rtc android (http://bitowl.de/rtc/forum) is not avaiable at the moment.
If you want to install rtc on your android phone, follow these instructions: http://bitowl.de/rtc/instructions.php
greetings
bitowl
hey,
Because of too much spam the forum of rtc android (http://bitowl.de/rtc/forum) is not avaiable at the moment.
If you want to install rtc on your android phone, follow these instructions: http://bitowl.de/rtc/instructions.php
greetings
bitowl
Hey guys,
one month ago on the 26th of December I had the idea to port rtc to android. I though it would be rather easy as I created the original game in two weeks.
After two days the game was basically working, so that I moved on and implemented new things like a leveleditor. On the 1st of January I released a first alpha version and got some feedback. With this feedback the bugs got more and more removed and things like the controls improved.
Parallel I startet to work on Scribble Jump Multiplayer via Bluetooth. In A 0.5 (will be avaiable in a few days) there will be all tiles and monsters implemented that were in the PC-Version.
Now I’m searching for new ideas like wending machines where you can buy things for the coins you collected, weapons with which you can destroy monsters, big endbosses or trapdoors.
As you now can build your own worlds in the leveleditor (a tutorial video will come soon) you might need new tiles or new monsters. If you got any idea, it would be cool if you post them to the forums.
Maybe in one more month rtc will finally published to the android market. But for that I’d need lots of cool chiptune musicians (at the moment there is only one cool guy who is doing some soundeffects and music) and someone to publish it (I’ll contact someone about that soon
)
I hope you have fun with the game
bitowl
Hey guys,
In the last weeks there has been really good progress on return the colors for android.
I just released the fourth alpha build. (http://bitowl.de/rtc/forum/viewtopic.php?id=13)
I’m still searching for more alpha-testers, so if you have not yet played, do so
greetings
bitowl
Hey guys,
I hope you had much fun in 2011 and will have a great year 2012!

As you may have guessed, I’m porting return the colors to android. The “secret game” ![]()
Right now I need some alpha testers, mostly to find out, which controls are the best.
The “engine” is nearly finished, but there are no real rooms yet. (But a leveleditor, so that you can build your own
)
If you want to test the alpha and give me feedback and new ideas about the controls, please send me an e-mail (bitowl [at] googlemail.com).
You can find more information here: http://bitowl.de/rtc
happy new year!
bitowl
Hey guys,
I spend some time, improving Scribble Jump. I fixed many things which were “eating” your battery. Though I thought about switching to OpenGL I’m still uning Canvas as it’s seems a really hard step for me to understand all this OpenGL-thing drawing methods.
Someone I know from twitter (http://twitter.com/weltherrsch0r) is currently making some awesome graphics for Scribble Jump. I just took his sketches and put them in the game and I really like this style: 
But I’m sure some people will like other styles more. I’m thinking about letting the user put his own graphics on his sdcard and Scribble Jump will use them then.
But for now here is the (real) Alpha 0.5 file (still with my old graphics): http://bitowl.de/download/ScribbleJumpAlpha.apk
As always: feedback is appreciated ![]()
bitowl
I always had the feeling, that ScribbleJump was eating my battery (though I could let it run about 4 hours).
Yesterday I was able to prove with help of my “tutor” (http://www.peculiar-games.com/) to check how much cpu ScribbleJump was using. It was alarming. Scribble Jump took about 90% of my cpu, so no wounder, why it “eats” the battery.
I made a quickfix today, which forced the fps down to 30fps (normally I have 50-60). And the cpu is only 50% busy. But other “professional” games only occupy 30-40% of my cpu. There are some other things badly programmed (as ScribbleJump is my first android game), so I will go through the whole code.
you can download the A0.5 quick fix here: http://bitowl.de/download/ScribbleJumpAlpha.apk (though I originally wanted to wait with the 0.5 until some more changes are done)
greetings
bitowl
Today I tried to make a video of Scribble Jump multiplayer, but my Windows with Adobe Premiere has got unusable slow, so I tried to edit the video in debian (using Kino and kdenlive). kdenlive scrambled the audio and kino played the video in a fast horrible speed, so that the audio of this video is everything else than great.
If you know a good video editing program for debian, tell me.
The cool new feature in multiplayer (except that it works now
) is the arrow which shows you, where the enemy is.
please tell me what you think about it
bitowl
try{
mClient1.mWriter.write(pMessage+"|"+(new Date().getTime()-mClient1.mTimeSpan)+"n");
mClient1.mWriter.flush();
}catch(SocketException se){
mGameRunning=false;//Game is over if one of the clients dissappears
}catch(Exception e){
e.printStackTrace();
}
try{
mClient2.mWriter.flush();
mClient2.mWriter.write(pMessage+"|"+(new Date().getTime()-mClient2.mTimeSpan)+"n");
}catch(SocketException se){
mGameRunning=false;//Game is over if one of the clients dissappears
}catch(Exception e){
e.printStackTrace();
}
Well, can you gess what’s wrong with this piece of code?
In the last three days I was woundering, why your game is faster when you play the blue Scribble than when you play the orange one.
I searched through all the lines of the multiplayer code again and found out, that it is the other way if you switch mClient1 and mClient2.
Today I went through the whole code again and formatted it so that I could see things better…
try{
mClient1.mWriter.write(pMessage+"|"+(new Date().getTime()-mClient1.mTimeSpan)+"n");
mClient1.mWriter.flush();
mClient2.mWriter.flush();
mClient2.mWriter.write(pMessage+"|"+(new Date().getTime()-mClient2.mTimeSpan)+"n");
}catch(SocketException se){
mGameRunning=false;//Game is over if one of the clients dissappears
}catch(Exception e){
e.printStackTrace();
}
I believe, now even you can see the mistake -.-
Well tomorrow I will try it again in school and see if it runs without lags.
bitowl
Though I’m not feeling well, I found the source of the lagging. It’s probably because I’m not sending a timestamp when the client send a new touch/acceleration event.
I’m now going to implement that and see if it gives a great improvement.
bitowl