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'Dillo Hills [Development]

is this dead?

What?!?!?

Last post on previous page, from 5 days ago, details the changes coming in the next patch posted by fex, the dev.

Not sure what more you can ask for - the guy is taking feedback seriously, responding to it personally, setting schedule announcements and then meeting them.

Srsly. Wow.
 
Hahaha, I actually really do appreciate the eagerness. I was able to log a bunch of work time on this tonight, and got almost all of the new functionality for the next patch finished. Right now, I'm just tweaking some of the rendering code, specifically to improve graphics quality for the new playbook version of the game. I've also made a handful of new optimizations to both low and high graphics settings which should improve performance on all devices.

Again, no promises. But soon. I'm as eager to get this patch out as you guys are to play it - it's a big one, and has a lot of improvements over the current version. :)
 
Yo FEX,

can you post some example code to how to generete che hills ? (you could even respond to my private message). Hope you can help. Best regards.
 
Fex,

Love the game! Great job.

Would it be possible to have the ads load and play between levels instead of during game play? I would imagine that this would help smooth out some of stutters and would allow us to enjoy a full playing field.

Just a suggestion :)
 
Thanks fex! love the game but looking foward to the patch to improve playability. I also think that the dillo should dive a little faster.
 
Yo FEX,

can you post some example code to how to generete che hills ? (you could even respond to my private message). Hope you can help. Best regards.

I don't want to spoil all the details, because quite frankly, the terrain rendering code has been one of the biggest challenges we've faced with this game. However, here it is in a nutshell:

1) We have a selection of 512x512 textures for the landscapes

2) At the start of each level, one of the textures is selected and is baked down into pre-cut "strips".

3) During the level loading phase, each these "strips" are pre-rendered into small "chunks" of terrain, with the appropriate slope applied.

4) The chunks are object pooled as Bitmap objects as the user progresses through the level. The display list handles all transformations.
 
I don't want to spoil all the details, because quite frankly, the terrain rendering code has been one of the biggest challenges we've faced with this game. However, here it is in a nutshell:

1) We have a selection of 512x512 textures for the landscapes

2) At the start of each level, one of the textures is selected and is baked down into pre-cut "strips".

3) During the level loading phase, each these "strips" are pre-rendered into small "chunks" of terrain, with the appropriate slope applied.

4) The chunks are object pooled as Bitmap objects as the user progresses through the level. The display list handles all transformations.


Thanks,

btw i'm not after the rendering tech but want to know how to generate the slopes :)
 
Updated to-do list!

I decided to add one more thing to the next patch, and I think a lot of people will find the wait worthwhile. ;D

FIXED - Tutorial bubble bug
FIXED - Make sure gameover score shows if user is on zone 10 or later
DONE- Tweak level 6
DONE- Give user the ability to replay tutorial
CHANGED- Remove flat happy bonus between levels, enable happiness gains on ramp
FIXED - Update character selection function to not require full reload
FIXED - Make sure tab out mechanism works correctly on title screen
FIXED - Make sure tabout works when receiving a phone call
FIXED - Make sure game cannot get stuck by pausing during initial load
DONE - Improve sky graphics on low quality
DONE - Improve rendering speed by baking sky tint during level transitions
DONE - Data management code for shop
DONE - UI improvements
DONE - Shop UI
FIXED - Mushroom bug
DONE - Add hats to the shop
DONE - Add upgrades to the shop

DONE -Unlock hats based on achievements

DONE - Time bonus functionality and killscreen
DONE - Add AV feedback to all menu buttons
DONE - Change data system to more secure system, to reduce the number of data loss incidents
DONE - Improve raincloud graphics on low quality
DONE - Allow quit directly from pause menu

DONE - Improve rendering performance
DONE - Revamp advertisement display in lite version to be less intrusive
CHANGED - Make character react to downwards movement faster
CHANGED - Show perfect/ouch/awesome notifications at low quality
IN PROGRESS - Allow user to adjust up/down bar
IN PROGRESS - Improve level transition load time
IN PROGRESS - Online leaderboards


No promises, as always. The patch will go live as soon as it's ready! :D
 
You just added that one item to have us anticipate longer ;)

Hahah, maybe!

I actually spent a lot of time looking into OpenFeint, trying to find out if it was compatible with AIR, and ended up having to write my own highscore DB backend from scratch, which is why it's taken a little longer than expected. Fortunately, all of the network code is finally finished: I'm just working on the in-game interface now. :)
 
OK, fex is free to respond to how-to-code-things - but he doesn't have to.

Suggest this belongs either via PM or in the developer section of our forums, thanks.
 
Hi Fex,

I'm new to this thread, but it looks really interesting and the game looks great. I was just wondering whether the game is on the android market yet, and whether it will run on android 2.1??
 
Hi Fex,

I'm new to this thread, but it looks really interesting and the game looks great. I was just wondering whether the game is on the android market yet, and whether it will run on android 2.1??


Yes, it's in the market.

Currently it's 2.2+ only.
 
Hi Thefoodman52,

I have a HTC aria, and due to Optus not releasing an update for android 2.2 yet, I cannot get Dillo Hills. Sorry for not stating the device I own, but thanks anyway.
 
Fex, does the app not go into sleep mode when you leave it? My nephew was playing with it for a few minutes before he got bored, pressed home and played some other games. When I got my phone back, the battery indicator showed that 'Dillo Hills used over 30% of the battery. It's the 2nd most battery intensive process after display. CPU usage was 45 minutes. This shows me that the app did not go to sleep when it was not being played with :( Motorola Atrix. I'm not sure if other people are seeing this too?
 
Fex, does the app not go into sleep mode when you leave it? My nephew was playing with it for a few minutes before he got bored, pressed home and played some other games. When I got my phone back, the battery indicator showed that 'Dillo Hills used over 30% of the battery. It's the 2nd most battery intensive process after display. CPU usage was 45 minutes. This shows me that the app did not go to sleep when it was not being played with :( Motorola Atrix. I'm not sure if other people are seeing this too?

The same thing happened to me once as well.
 
I think thats in the list of bug fixes in the next update. Ive had the music keep playing if I didnt quit the game on my Thunderbolt. Hopefully fex can get this update out soon!
 
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