Since the last update of Vampire Runner we were experiencing some notorious performance issues on the Android version and that is why we focused our efforts trying to improve it. The main problem was having some stuttering from time to time and some really bad fps on some devices.
We updated Vampire Runner in the Android Market with all the improvements we made:
Improved performance.
Improved graphics.
Removed the energy bar
Fixed the instructions texts to be clearer.
Here is the QR-code if you want to easy access from your Android device:
We wanted to make something special for our most successful game and our players so we added some Christmas happiness to Vampire Runner:
The changes for this version were:
Christmas Theme – Presents, Trees, Christmas Hats, and Snow.
Musics are disabled the first time you run the game, to avoid a bug between OpenFeint dialog and LibGDX (you can enable the music in the main menu screen).
For the Android Version – We now support paging on our highscore screen so you can see more scores.
We were working hard to make a new release of Vampire Runner with some big changes.
Mainly, all graphics assets were remade by Estudio Egg, so the game looks tons of times nicer now. Take a look:
Then, we also improved game mechanics by adding different transformations to the vampire to move through different obstacles, so the game is a bit more interesting now.
Finally, if you play the game on Android, we also added OpenFeint integration, so if you already use OpenFeint with friends, you can compete with them to be the best Vampire Runner.
Here is the QR-code if you want to easy access from your Android device:
As introduced earlier, Vampire Runner is a Canabalt like game where you have to run as far as you can, in this case as you are a Vampire you have to run from the sun light.
Here are some game screenshots:
For now the game has some issues with of text location on small screen devices, I didn’t want to scale everything because fonts look bad when scaling them but could be the only way of making things screen independent.
When testing our games, sometimes we only need to test the game controls on the Android devices, not all the game, and deploying it on the device is always slower than running it on the PC.
The LibGDX library provides a way to send your Android device input data to through the network, one of the possible uses is to control your libGDX PC application with it.
Here is a demo video using the remote input, made by libGDX team:
(note: magic starts after minute 2)
In the case of Super Flying Thing, we need it when testing and debugging some controls that cannot be tested directly on PC like the TiltController for example (we need device orientation data). Recently, we starting using it also to test and customize other controls like the the ClassicController (despite it has a bit of lag in some cases).
Sadly, my camera is also my android phone so I can’t make a video of how we are using it.
One interesting point of this is that we could use multiple android devices (and probably other devices like iPod/iPhone/iPad/others) to create multiple wireless controllers for PC, and that, for example, could be funny if we want to make a local multiplayer game.
Another interesting point is that you could implement your own remote input server to read the device input data sent by the GDX Remote Android Application, so you wouldn’t be forced to use libGDX in your server application.
Hi everyone, we found a little tiny bug that made our game run different in different phones, so in some phones the ship would move way faster than in others, and that make the game a little too challenging (impossible to control, always dying, lots of fun).
The other big changes in this updates are some stuff trying to get the game to run better on phones that aren’t the latest and greatest. For now the background will start disabled but you can enable it by going to the settings page (it looks really nice but it is expensive to show in some phones, in the future we will try to test the phone or start with the background enabled and detect if it is an issue and suggest to the user that he can disable it to get better performance).
As always, a change log:
Fixed a bug making the game run different on different devices, some times almost not playable
Added settings to enable/disable background to improve game performance (disabled by default)
Added new controller named TargetController which allows you to specify the point the ship should go
Added a second background which moves with the camera giving a basic idea of parallax
Changed ship animation to have more frames to be smoother
Changed internal stuff to improve performance.
Changed the graphics (background, walls, color of portals)
Also, we have a new gameplay video:
Remember, you can play it right now, just follow the next links:
Readers, I know there are some, there is a new update of the game, should be available on Android Market already.
We added different controllers and we are testing how they feel and what method of control people like best.
As always, a change log:
Added more levels and fixed previous ones.
Added different controllers to test.
Added level preview on level selection screen.
Added settings screen which lets you choose different controllers and test them.
Added message to show which level is being previewed
Added animation to visited planet to differentiate easily between start and destination planets.
Changed ship to receive damage instead killing it instantly, so you now could survive in some cases.
Fixed a bug with lasers.
Remember, you can play it right now, just follow the next links: