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Post by Cory Trese on Mar 31, 2016 21:35:34 GMT -5
Great tips from wascalwywabbit. mandomaniac you need root and a file manager. Copy the files and fix the permissions in the file manager. Depending on the game, you might have to make a new game (say, game_1) and then copy just your other game (game_47) over top of the newly created (game_1) It depends on the game, device and market. We're working daily on a cloud save to automate that process. As it stands, the process is tricky if you're not familiar with Android OS and can cause the game to crash if done incorrectly.
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Post by mandomaniac on Mar 31, 2016 21:43:40 GMT -5
Cory Trese thanks for the response, I am however, against rooting my phone at this time, although the moutain of coding/computer classes ahead of me will one day change my mind, I am well aware that of the fact that currently I am firmly planted in the camp of knowing just enough to truly and utterly screw up my phone
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Post by Cory Trese on Mar 31, 2016 22:05:54 GMT -5
Yeah ... I feel you. I've rooted like 30 phones and I still don't like doing it.
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Post by xdesperado on Mar 31, 2016 22:13:14 GMT -5
Yeah ... I feel you. I've rooted like 30 phones and I still don't like doing it. I still hold on to the unrealistic hope that Samsung or another major manufacturer will wake up at some point and sell a stripped down "Smart" phone sort of like PCs used to be where the user decides on what OS and apps to install themselves. Never going to happen I know because they make too much money selling out to all the company's that want to intrude on our lives. But still I have a dream!
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Post by Cory Trese on Mar 31, 2016 22:17:54 GMT -5
There are definitely people who there making phones like that but so far they've all required pretty big compromises in one aspect or another.
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Post by xdesperado on Mar 31, 2016 22:26:54 GMT -5
There are definitely people who there making phones like that but so far they've all required pretty big compromises in one aspect or another. One of my big complaints about electronics and PC/console/smart devices in particular is all the bloat in coding. Part of reason I love you guys so much as you've managed to create awesome games that take up a fraction of the space that most do. It's like you still remember the old days where you had hard limits on size of executables and storage space. Most have gotten lazy and complacent with their programming and instead of making stuff as streamlined and efficent as possible they just create bloat.
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Post by Cory Trese on Mar 31, 2016 22:37:19 GMT -5
I think for a game as complex as Heroes of Steel 62MB[*] is a pretty solid install size. That would easily fit on a single CD-ROM so would make a great mid-1990s release [*] Mobile size, desktop uses uncompressed multi-channel audio files and is larger as a result.
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Post by wascalwywabbit on Mar 31, 2016 22:54:47 GMT -5
Things larger than a couple hundred megabytes don't last long on my mobile devices cause they are definitely NOT ten times better than the ten times smaller install size games. Some of the bloat in other games is poorly compressed and optimized high res graphics and hifi sound, some is underoptomized portable code, some is unnecessary engine features, some is lazy coding... There are more good coders and bad coders than ever because there are just more coders. Outside of solid state storage, the recent slow down of transistor desity has moved improvements back towards the software environments. The last 20 years were learning how to make coding more capable of running on diverse hardware, with fewer lines of code per feature added and lower barrier to entry, with bloat being the price payed... but now that's starting to normalize, with lessons and better practices learned and greater efficiency is being extracted again.
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Post by zagtooth on Apr 1, 2016 7:43:55 GMT -5
Thank you to all for the great advice. I have learned much. I have enjoyed playing HoS about as much as any game I have played and I have played many games for many years. Started with a Radio Shack Color computer with 16K of memory and no hard drive. Now those where the days.
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Post by fallen on Apr 1, 2016 10:48:56 GMT -5
Thank you to all for the great advice. I have learned much. I have enjoyed playing HoS about as much as any game I have played and I have played many games for many years. Started with a Radio Shack Color computer with 16K of memory and no hard drive. Now those where the days. I hope you will leave a review on Amazon! The game has so very few reviews there.
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Post by Cory Trese on Apr 1, 2016 19:31:38 GMT -5
A review would really help. We responded as fast as we could and did our best to take your feedback very seriously while attempting to work around Amazon's issues.
A five star review would be a big help.
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Post by contributor on Apr 8, 2016 7:40:42 GMT -5
I was wondering about the intended implementation of the HP buff percentage. First it's a great add and saves a lot of tedium. I noticed though that the percentage is not maintained when the buff wears off. I would have expected that to be the case. As it is seems like a little bit of an exploit because as the buff wears off I go back to 100% and then rebuff and gain more health.
For example: 1. Vraes, unbuffed, has 600/600HP. 2. I buff with Stone Skin 10 and Righteous Fervor bringing him up to 1022/1022HP 3. Vraes takes a beating and goes down to 700/1022HP or 68% 4. Battle ends buffs expire and the 700HP is reduced to 600/600HP or 100% 5. I rebuff and Vraes is back to 1022/1022 or 100%.
I'm not complaining. I like free HP as much as the next guy, it just feels like cheating a little.
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Post by anrdaemon on Apr 8, 2016 8:22:38 GMT -5
The key word is "battle ends". Nobody care, what happens outside the fight. And in the fight, 700/1022HP is hardly a beating. 200/1200, however, is another story.
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Post by xdesperado on Apr 8, 2016 8:28:29 GMT -5
I was wondering about the intended implementation of the HP buff percentage. First it's a great add and saves a lot of tedium. I noticed though that the percentage is not maintained when the buff wears off. I would have expected that to be the case. As it is seems like a little bit of an exploit because as the buff wears off I go back to 100% and then rebuff and gain more health. For example: 1. Vraes, unbuffed, has 600/600HP. 2. I buff with Stone Skin 10 and Righteous Fervor bringing him up to 1022/1022HP 3. Vraes takes a beating and goes down to 700/1022HP or 68% 4. Battle ends buffs expire and the 700HP is reduced to 600/600HP or 100% 5. I rebuff and Vraes is back to 1022/1022 or 100%. I'm not complaining. I like free HP as much as the next guy, it just feel like cheating a little. Not sure about HoS but it is a fairly normal convention of games that have health/HP buffs in them that any damage taken first be removed from bonus health and if such damage was less than the bonus then on expiration of buff the character would be left at full health. One of the ways HoS differed was that the HP weren't granted on casting the buff but instead had to be "healed" despite being a very temporary addition to hero. The change to how they operate with this update is a welcome change bringing the buffs more in line with expected outcomes while maintaining their unique feel.
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Post by fallen on Apr 8, 2016 10:51:59 GMT -5
I was wondering about the intended implementation of the HP buff percentage. First it's a great add and saves a lot of tedium. I noticed though that the percentage is not maintained when the buff wears off. I would have expected that to be the case. As it is seems like a little bit of an exploit because as the buff wears off I go back to 100% and then rebuff and gain more health. For example: 1. Vraes, unbuffed, has 600/600HP. 2. I buff with Stone Skin 10 and Righteous Fervor bringing him up to 1022/1022HP 3. Vraes takes a beating and goes down to 700/1022HP or 68% 4. Battle ends buffs expire and the 700HP is reduced to 600/600HP or 100% 5. I rebuff and Vraes is back to 1022/1022 or 100%. I'm not complaining. I like free HP as much as the next guy, it just feels like cheating a little. That is intentional. I agree you get some free HP, and you can get more the better your +HP Buffs are. Especially good with high levels Stone Skin. After evaluating it, we decided that was the best way forward. The change is all about reducing overhead for the user. If you play Vraes or Fyona, this is probably going to save you 3,000 to 5,000 taps during Episode 1 only. If we reversed the math and forced you back to 68% HP after the +HP buff expires, then you'd be right back in that mode of tap-tap-maintenance-tap. We didn't remove the tapping, we just moved the tapping to after the combat. That isn't really the point of the game
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