Tuesday, September 24, 2013

Pong networking: goal routine integrated

After fighting for at least two hours i managed to import in the new pong network the old goal detection routine from pong 2013 lite.
The main issue is always the same: all the detections that need to be shown to both the players needs to be done client side and synchronized.
Now when the ball goes into the net behind the pad a big colored "GOAL" appears in the middle of the screen (like the old version) with a crowd screaming for a second. The score will be increased and we start again as it was in the normal version.
The original game had also in the same routine the control needed to determine when the match is over, when there is the batch ball and when the last ball is played. I didn't import it yet. I will.
Now i spotted a glitch of the ball that bounce on the pad line (rarely) even if the pad ain't there. I need to fix it ... now. 

Pong 2013 lite for iOS updated and available

Apple just reviewed, accepted and published the new update of Pong 2013 Lite which was already available for android since one week ago.
The new upgrade gives the user one more rolling background with a great new space art item and manages better the battery saving of the device.

You can download it for free here: PONG 2013 lite iOS

Pong 2013 network - phase 2

The networking of Pong 2013 is indeed got in the second phase.
The networking itself now works very smoothly and I don't see glitches in the network routines.
The game itself is far away to be ready but now I can focus on porting as much as I can of the old game into the new network version.

Before getting in the second phase I added also the new background (see last update of Pong 2013 lite) which is already available for Android and under review by Apple. I took the chance also to fix an old little bug where the background started to roll even if the game wasn't started yet. Now All is ready to build the game itself around the engine.

Just that we spoke about Pong 2013 Lite I wanna thanks our friends of givemeaps.com for the positive review of the game. You can find it here below with also video-review:
http://givemeapps.com/pong-2013-lite-for-ios-next-generation-pong.html

Monday, September 23, 2013

Thanks to our followers and to whoever bought The Labyrinth Pro

I wanted to thanks in behalf of Soloweb NV, myself and my colleagues for all the people that are supporting us on all our channels.
In just a couple of weeks we had a lot of active followers on twitter, many likes on our Facebook page and the stats of this blog are showing really an unexpected interest for what we do on a daily base.
More over since we opened our social channels we have seen a big increment in the downloads of  our apps inclusive The Labyrinth Pro which is, so far, our only published paid app.

Thanks to everybody about it, your support is the most important source of motivation for us and for what we do.

Coming back to the sheer work today I've been working as you can imagine to our network channels and I'm starting now to get back to Pong 2013 network...we are close to the green light. I keep you up to date with new posts during the afternoon.

For whoever didn't subscribe yet our channels here the quick links:
Facebook Page
Twitter Account

Thursday, September 19, 2013

Cleaning code and names

I've done a big cleaning of the code: a lot of useless stuff of the initial engine's routines has been trashed along with a lot (but really a lot) old sprites, images I used for initial tests and so on. Now it's more essential and it seems that also the networking speed gets its profit out of it. Everything looks more fluid and smooth. Plus we have much more memory to spare.
I'm sure I might save some more memory by redesigning the data buffers but honestly everything works well enough right now and I don't really feel like going back in the pure networking code just to structure it better. As I said atm it does it job! Enough for me.

Once I finished with cleaning the code I came back to the pure game and I added the score table at the top of the screen: in the original game the player was just Player one, and the challenger wa just the Computer. Now because server player and client player must insert their names (for recognition in the connecting screen) we don't just have player one and computer but the real names inserted by the players at the connection menu. Cool stuff.

Keep working on Pong 2013 network

Yesterday and today I've been very busy in coding the new pong 2013 network around the network engine itself. It is such a hard code (for me at least) which I really need to work in full immersion on it with no distractions. And that's why I haven't posted a lot of words here on the blog in the last two days.
What happens is that slowly I'm basically re-coding the all game around the network engine, trying to save size, memory and data as much as I can and trying to use the old routines as much as I can. Pong networking will be basically all rewritten comparing with the normal game even if probably no-one will notice the difference.
At the moment I'm cleaning the code, deleting the old unnecessary items which is always a hard task and very risky because you may delete something you shouldn't.
keep you posted.

Tuesday, September 17, 2013

New updates, pong 2013 and the Labyrinth pro

Yesterday I've been busy with all the bureaucracy that concerns when you run a company...meetings, paper works, documents and almost nothing related to the real development of any projects.
Back to the code today but before working on Pong network as I was doing in the last 10 days I'm working to release a new quick update of Pong 2013 lite. I noticed that the downloads are a bit less so we need to push it a bit more. I will add some backgrounds in the new version, and I will fix some routine in order to make it work better.

Labyrinth Pro is performing very well on iPhone so we will keep on promote it in this way.
Our new twitter account and Facebook account are also getting a good feedback which makes us happy.