KatekovAnton Nov 27, 2013 7:58 pm
Subject: MAX Touch for iOS and Android devices

Hello everyone.

We are working on another version of MAX - MAX for touch devices! We believes that smartphones and tablets is perfect platforms for turn-based strategies, and MAX is the best game in this genre, obviously, should be ported to this platforms. When it will be done, it will be available in all AppStores and Android Markets for Free, without any app-in purchases.

It runs normally but for our fist huge android beta release we need finish some things, so we are searching for strong Android c++ Developer.

Small description of our project:
Project is written on c++ using OpenGL ES 2 and std library. There are 2 custom platform-dependent classes, represents display and file system. Render is based on OpenGL ES 2, there are 2 layers: game layer and interface layer. Game layer is custom-written and interface layer is based on cocos2dx 2.0.4. The tasks are:

-Сomplete file saving functions
Save file interface contains several methods like
virtual void SaveBuffer(const char *buffer, unsigned long length) = 0;
You should create android implementation of FileManager and IFile classes to make saves works. This code should be written in c++, using JNI interfaces to call android platform-dependent functions. Also it will be great if you will create a method to calculate md5 checksum for bundle resources - maps and configuration files. It should be an easy task if you familiar with JNI.

-Merge lastest cocos2dx Android text box implementation
Our version of cocos2dx doesnt contain an implementation for text box (UI control which is represents text and manage screen kayboard state) and actually its a trouble. You should look for android text box implementation in cocos2dx github-repo and merge it to our project. Curretnly there are only one text box - on player settings screen in start match menu. I don't know how hard this task is.

-Add pinch gesture for zoom game field
Pinch means when you moving 2 fingers through the screen to increase or decrease camera zoom. Currently we are tracking only one touch, we can move camera or making orders to our units, but we cant zoom the camera, and it is bad. It should be an easy task if you familiar with JNI.

Android project is configured to open from eclipse and run on Android 4.* + devices. iOS project is configured for XCode, and Windows project is for MSVS2012.

If you can deal with it and want to help our project, or want to become a part of it ( Grinning ), please contact us in skype:
me: starwanderer64

Thanks in advance
MAX Touch Team
Attachments:
2KMuPSxiGvU.jpg (Filesize: 248.16 KB)
1470293_593048154075699_987769836_n.jpg (Filesize: 89.71 KB)
SOpr0lZ43bw.jpg (Filesize: 138.14 KB)

beko Nov 27, 2013 8:10 pm
Subject: Re: MAX Touch for iOS and Android devices

WittZi will love this. A lot. Respect

Sal Nov 27, 2013 9:21 pm
Subject: Re: MAX Touch for iOS and Android devices

DAMN AWESOME!

KatekovAnton Mar 17, 2015 1:55 pm
Subject: Re: MAX Touch for iOS and Android devices

We are happy to inform that many thigs has been done, we have offline multiplayer and many new features.
For example we have an extended complex construction, It allows buying and freely placing units (including buildings) on the map at landing stage. As a result, it greatly reduce time and now you do not have to build base from scratch. Now it is all about war from first turns!
There might be various way of Extend Complex Construction option usage that is limited only by your imagination. For example, players by mutual agreements can use it for squad-based battles. Alternatively, one player defender using combination of stationary and moving units and second attacker. Also part of this code later will be used in editor.





ness Mar 17, 2015 9:51 pm
Subject: Re: MAX Touch for iOS and Android devices

Woaaw this sounds very good !

I'm currently working on a "proof of concept" quite similar in some points.

I'm using Qt (http://www.qt.io/) for the cross platform (filesystem, network, anything you can imagine),
An OpenGL ES2 layer for the game (map, units) and a QtQuick interface for the UI layer.
(as I'm completely new to OpenGL ES2 it takes me lot of time for simple things :p)

Is it possible that we share some code ?

Cheers

Stéphane

Sal Mar 17, 2015 11:26 pm
Subject: Re: MAX Touch for iOS and Android devices

Great to hear from you again and also a great Update!

Do you take donations?
Best regards and thanks for the huge Update,

Sal

KatekovAnton Mar 17, 2015 11:51 pm
Subject: Re: MAX Touch for iOS and Android devices

Quote by ness:
Is it possible that we share some code ?

Sure. Code is located on http://www.gitlab.com in private repo so I need your ssh pub key or your account on gitlab to give access to the repo

Quote:
Do you take donations?

No) We dont. Currenlty it is just for fun. Maybe later, closer to release.

You can track whats happening with our project through the facebook group
https://www.facebook.com/groups/1420889268172393

Thanks a lot)

Hruks Mar 18, 2015 8:28 am
Subject: Re: MAX Touch for iOS and Android devices

Quote by ness:

I'm currently working on a "proof of concept" quite similar in some points.
Stéphane, sounds interesting. Is it new project in MAX universe or just similar TBS game?
Would you like to provide some details about your project? And what do you think about make contribution in MAX Touch project for OGL learning purpose for example Smiling

I am take a part in this project too.

ness Mar 19, 2015 9:31 pm
Subject: Re: MAX Touch for iOS and Android devices

Hi,

I send you email with my gitlab account,
but can't track the project through facebook, I don't have a facebook account Tongue

My project started as a personnal reflexion from MAXr source code,
I started to write an AI for MAXR a few month ago (did not had the time to work on this lately, but will go on for sure).
Then after a discussion about future of MAXR codebase, where it is question of graphical assets, openGL etc... I decided to test for myself an OpenGL ES2 implementation and a few other things (QtQuick for GUI layer, and entity system for game logic)

All this is still messy as I tried a few things that worked and some that did not.
I plan to clean this a bit and then show what I've done, if it could be used either in MAXr or MAX touch
(My though is that we should have only one MAX for both desktop and mobile devices, and that Qt is best suited for that, but that's only my opinion ^^)

Long live to MAX players and coders !

KatekovAnton Mar 20, 2015 4:19 am
Subject: Re: MAX Touch for iOS and Android devices

Hi,

I have send an answer to you, please check.

Your message were located in a spam folder.