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Posts: 3,319 | Thanked: 5,610 times | Joined on Aug 2008 @ Finland
#101
LGPL is for libraries so does not really apply. GPL is OK, but as per Ovi rules, then you yourself have to provide the sources somewhere in some form (if you publish simultaneously to the free maemo.org extras-devel, that should be enough). You could go for a dual-license setup (piggz public license for Ovi, GPL for extras), but this might not be an option if you integrated snippets from all over the web.

And of course, IANAL
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#102
 

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#103
Originally Posted by piggz View Post
Level 17 is pretty impressive!

http://piggz.co.uk/index.php?page=spaceinvaders-scores
Heh, thanks.

I think I impressed myself with that one, the previous score I uploaded I lost my last two lives together, so I knew I could do better, but didn't think I'd get that far.

I think you've got the game pretty much perfect with this release.
 
Posts: 213 | Thanked: 414 times | Joined on Nov 2010
#104
A colleague thought that when you loose a life, the remaining bullets on screen should be deleted, to remove the possibility of that double death scenario. Thoughts?
 
Posts: 142 | Thanked: 120 times | Joined on Jul 2010
#105
I agree, the remaining bullets should be deleted.

Now I have to go level 18!

Edit: I reachel level 33!

Last edited by phap; 2011-06-03 at 09:34.
 
Posts: 701 | Thanked: 585 times | Joined on Sep 2010 @ London, England
#106
Originally Posted by piggz View Post
A colleague thought that when you loose a life, the remaining bullets on screen should be deleted, to remove the possibility of that double death scenario. Thoughts?
But that would make it easier!

I thought about suggesting some sort of invicibility for a couple of seconds after losing a life, but I think if you are careful you won't get into a situation where you need it, and well, it's not like I need the game to be any easier, not that I would want it to be harder either (that would make it less fun).
 
Posts: 701 | Thanked: 585 times | Joined on Sep 2010 @ London, England
#107
Originally Posted by phap View Post
I agree, the remaining bullets should be deleted.

Now I have to go level 18!

Edit: I reachel level 33!
Level 33! How could you do that to me, I've held the top spot for barely a day and you go and set a ridiculously high one like that. Oh well, gives me something to aim for.
 
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Posts: 551 | Thanked: 507 times | Joined on Feb 2010 @ North West England
#108
Originally Posted by piggz View Post
A colleague thought that when you loose a life, the remaining bullets on screen should be deleted, to remove the possibility of that double death scenario. Thoughts?
I have been meaning to suggest this, as I have been hit a few times with this and it is _really_ frustrating if you are doing well. I am sure the original deletes all the bullets (or they could continue to fall while the "explosion" animation is happening, with no more being released until you start again)

It's a great game, really enjoying it!
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Posts: 213 | Thanked: 414 times | Joined on Nov 2010
#109
Just uploaded 0.3.4 to the auto builder with the following changes:
* Removed bullets when hit
* Really fixed bug where mystery ship sound continues if player is killed
* Added options for key configuration, left, right and fire
* Speed improvement on startup
* Better apply of useAccelerometer setting

To set the keys, click on the box in the settings pane for the key, and a message will pop up saying to press the key you want to use. It wont let you choose P or Q as these are predefined for Pause and Quit.

Enjoy.
 

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#110
found a bug, albeit not with the latest version, haven't been able to recreate it. Died on level 5, got the life lost msg. Died again, just got the explosion, no life lost msg. Third ship then invisible, I could only tell where it was when I fired. Game played normally otherwise, very weird. Anyway will upgrade to latest and see if it happens again.
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