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'Dillo Hills [Development]

^^ whats your phone, champ?

i have galaxy S 4g and i seem to crash at the launch ramp on level 4 (sometimes)

also i prefer to play on low otherwise anything else has a chance of glitchy graphic lag.

i think the awesome and ouch should be in low graphic settings, too. something to make it a little more obvious when i do good or take a hit.
 
The dillo need to dive quicker! You should be able to go up one hill and dive down that same hill without jumping. Also you can't even hit the first hill at the beginning of a new zone. The dillo doesn't respond until its to late. What does everyone else think?
 
fex, i am still experiencing this bug in 1.0.6.

the beginning tutorial bubbles have stopped, but the "yaaaaaaaaaay!!" glitch that i described in my previous post (#650) is still there. i guess i'm the only one? I have tried rebooting.

thanks!

Actually, I had this bug the first few games, but somehow I got it away.
 
If the "glide" and "dive" actions responded quicker, zone 6 was a few zones later and maybe unlock able (customisable?! :)) characters/maps/achievements/bonus maps ect. (not demanding then just suggestions ;)) this would be near perfect, if not perfect for me! :D

P.S just bought the 99c version and I gotta say I lovee the penguin :D
 
I just played, and got to zone 10 with about 285000 score.
When I died, the game said I died on zone 1, with 00000000 score.
Though, the highscore was updated.
Anyone else experienced this?
 
I just played, and got to zone 10 with about 285000 score.
When I died, the game said I died on zone 1, with 00000000 score.
Though, the highscore was updated.
Anyone else experienced this?

Thanks for the report! I'll look into this for the next patch.
 
In addition to my other post i'd like to point out that when DH crashes, it disables my touch screen for some reason. and all my keys on my my phone (GALAXY S 4G) are all software (no hard buttons).

last night i was playing in bed and it crashed, then my alarm went off today and i couldnt snooze!! the touch wasnt working. also, DH didnt crash and CLOSE itself it just froze, so then my battery was being ran all night and i woke up now its half dead.
 
Well fex thought we were in the clear after that last update but I spoke too soon. It is lagging again, it froze and caused phone to reboot today. Droid x on low graphics!
 
i love this game but the one prob i continuosly seem to have is lag. On a droid x which fex did seem to say was relitvily new, it lags even on low graphics. i think the next patch needs to be focused on lag. i know it prob not as easy as it sounds but if fex is able to bring this game so far than i doubt he cant fix this
 
Hey Fex, I have an Evo and noticed that on Zones 2 and 3, I have minimal choppiness on Medium and High graphics. On Medium, there is barely any lag or choppiness on Zones 2 and 3, but on other zones, there is significant lag and choppiness. On High, there is minimal choppiness and small, but noticeable lag on Zones 2 and 3. On other zones, the lag and choppiness is extreme. On Low, all zones work great. I don't know what you are doing with Zones 2 and 3, but whatever it is, could you try and implement the same thing on the other islands? Thanks, can't wait for your response and the next update!!!
 
Love the game, can't wait til next update (when?)

:)

I've been working on tying up some loose ends with another project so that I can get back to focusing on Dillo Hills. We have a lot of changes and additions we want to make in the next patch, including several bug fixes (especially related to the pause/minimize functionality) and some metagaming elements.

No promises on when that patch will hit, but I'll be sure to keep you guys posted. :)
 
fex, i am still experiencing this bug in 1.0.6.

the beginning tutorial bubbles have stopped, but the "yaaaaaaaaaay!!" glitch that i described in my previous post (#650) is still there. i guess i'm the only one? I have tried rebooting.

thanks!

nope same here brahh
 
Ah, it's so nice to see that many of the performance problems are dealt with and that I can move on to actual gameplay changes.

Regarding level 6: I believe what I'll end up doing is just pushing this leve back to somewhere around level 8. I think that a certain degree of difficulty is a good thing, but I also agree that there is a huge discrepancy between level 5 and level 6, and the level of difficulty feels a little out of place, especially considering that levels 7 and 8 both feel somewhat easier than 6.

Anyway, we have a number of gameplay improvements and metagaming features that we're going to begin working on soon. Cheers!

Just 1 comment on moving the zone 6 back. It will most likely make it the end for most people, because its pretty hard even if you get in with 5*. And if you make it, then you have zone 7 which lets you get back some of the happiness, so if you put it after 7 and 8 it will make it really hard to pass/ or do anything in zone 9 cuz its pretty hard too :)

And about the gliding issue: it's your game, with your psyhics, so why dont you leave it that way and let others just get used to it?! ;)
 
This game runs HORRIBLY on my Droid X running Liberty 2.0.
My phone is overclocked to 1.2ghz with the standard voltages and set on priority clocking.
3D games...$10 games...Multi-touch+Accelerometer controlled games...run flawlessly.

This 2D pile of shit game runs like I'm using a rotary phone from the 60's.

I'm sorry...but there is no reason this game should not run wonderfully on my phone. OMG...in JULY my phone is obsolete since it's a year old...(No, Fex...no...)
The original Droid...the one released in ****ing 2009...
Can play Dungeon Defenders if you overclock your phone.
Dungeon Defenders is graphic intensive.

Fix that shit before you release these cute new features you have planned.
If we're only able to play your game on a goddamn XOOM or Atrix currently...then it should be restricted in the market from our view and advertised as such.
It's shit shit shit. And I'm disappointed disappointed disappointed.
 
I've been working on tying up some loose ends with another project so that I can get back to focusing on Dillo Hills. We have a lot of changes and additions we want to make in the next patch, including several bug fixes (especially related to the pause/minimize functionality) and some metagaming elements.

No promises on when that patch will hit, but I'll be sure to keep you guys posted. :)


Fex I am sorry to here that you have put dillo hills to the side for another project. I think this game is or could have been your money maker. I have been watching this game and the forums on this game since you released it and the ratings and rave is dropping fast. Me personally I would keep my focus on dillo hills and get it fixed before its too late. If its not already to late. I bought this game and by the looks of your last post it looks like it gonna be a while before I can enjoy it. Please don't follow the trend of many android developers and make your supporters wait with a "no promises when the patch will hit" speech. Thanks!
 
This game runs HORRIBLY on my Droid X running Liberty 2.0.
My phone is overclocked to 1.2ghz with the standard voltages and set on priority clocking.

I'm very sorry to hear that your phone is not able to run the game. We are continually looking for ways to optimize performance for more devices.

3D games...$10 games...Multi-touch+Accelerometer controlled games...run flawlessly. This 2D game runs like I'm using a rotary phone from the 60's.

The original Droid...the one released in 2009...
Can play Dungeon Defenders if you overclock your phone.
Dungeon Defenders is graphic intensive.

I think you'll find that 2D games are not necessarily simpler to render than 3D games. In fact, 3D games are often able to take full advantage of GPU acceleration for almost every single rendering action, while 2D games often rely on a mixture of both texture blitting (CPU) and bitmap scaling (GPU), which puts a double strain on the system.

This is not true for all 2D games, of course, but it is particularly noticeable in games like ours, where bitmap objects have to be scaled and rotated dynamically, instead of prerendered to memory and displayed at a fixed scale.

That's not to say that we're not trying to optimize! I'm fully aware that the game can still benefit from optimization, and it's something that I'm constantly working on. I'm only saying that 2D rendering can be just as difficult to optimize as 3D rendering, especially any time that dynamic BMD scaling is involved. If it was easy, it would have already been done by now. ;D

In many ways, Dillo Hills is a significantly more graphically intense game than we were really anticipating going in to this project, and while the game runs quite smoothly on a lot of devices, the Android market has a massive level of fragmentation. It's a developer's nightmare trying to get a game to run at the same level of performance on devices that are over a year apart in terms of hardware capabilities. Even just the basic task of scaling the terrain as the camera zooms in and out puts a huge strain on many devices. I would love to pick Illiger's brain and see how he managed to render his terrain with such smooth performance.

I'm sorry...but there is no reason this game should not run wonderfully on my phone. OMG...in JULY my phone is obsolete since it's a year old...(No, Fex...no...)

Fix the rendering before you release these cute new features you have planned.

I know that it's frustrating, but in the world of mobile devices, a year is a very long time. For many devices, including the Droid X and Incredible, the one-year birthday is typically very near the end of the phone's lifecycle.

I'm not saying that it's impossible to make games for older devices. A lot of games are simple enough that they still run well even on older devices. Right now, though, Dillo Hills is not such a game.

While we are constantly looking for ways to improve performance on all devices, our main priority now is making the game more fun for the people who are on the middle-to-upper end of the fragmentation spectrum. After all - technology has this wonderful tendency to keep moving forward, and people have an equally wonderful tendency to keep up with it.

I do suspect that this game may have been better received if I had waited a couple more months for more people to upgrade to newer phones, but I also believe there was a very well-defined window of opportunity that was worth catching. Those people who have already advanced to the next generation of phones seem to be really enjoying the game, and I will continue to optimize the game to perform better and provide more fun on all devices.

If we're only able to play your game on a XOOM or Atrix currently...then it should be restricted in the market from our view and advertised as such.

This is a GREAT idea, and I very much wish it was possible. In fact, it's something I've been discussing with an Adobe rep and a couple of Google reps over the course of the past few days, while optimizing the game for the upcoming BlackBerry Playbook.

I think it would be fantastic if developers could add hardware requirements to their games in the market, because quite frankly, it's irritating how many of our negative reviews are strictly related to the game's performance on older devices.

The game's description does mention that the game requires very high hardware specifications, and I've just updated it to be even more blunt. I do not want to give any sort of false impressions: the past few patches have improved performance significantly, but a lot of phones (especially those that are more than half a year old) will still struggle to play the game, especially above Low graphics settings.

Anyway, I have spent entirely too much time chatting! The next patch isn't going to code itself, after all. :)
 
Fex I am sorry to here that you have put dillo hills to the side for another project.

Oh!

I'm sorry, I really hope I didn't confuse anyone! The other project that I mentioned is just a very small contract job that I need to get wrapped up over the next couple of days. It's not anything big like another game or anything!

As soon as this other contract is wrapped up, it's right back to Dillo Hills! I have a lot of big plans for this game, and it will remain my top priority for quite a while. I have no intentions of abandoning the project - especially not after receiving such good feedback and sales from so many people! :D

The responses here have been a mixed bag, but for every one person who has posted a complaint (usually about performance), I have gotten a handful of very positive reactions to the game, and it is continuing to sell very well, even in these very early stages.

I am absolutely not abandoning the game at all - I think that there is huge potential here, and I fully intend to get the game whipped into shape so I can unleash all of that potential. I just need to make sure I have a few other loose ends tied up so I don't have to feel guilty devoting all of my time to this project. :D
 
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