lunedì 18 gennaio 2016

Jatris 1.5 Released

The 1.5 version of Jatris is now available.

The free and full version are now based on the same code and using the new rendering and scaling system.

The two weeks delay between the releases was caused by some bugs emerged during tests, one specific of the full release and a couple in common with JatrisFree; the latter will be ported to JatrisFree in the next bugfix version (maybe 1.51).

By the way this new version is smaller (2Mb instead of 3Mb) small thanks to the new rendering system.

Enjoy.

mercoledì 6 gennaio 2016

JatrisFree 1.5 Released

After more than a year a new version of JatrisFree is available.

This release includes a massive code rewrite and cleanup.
Most of the new code is invisible to players but it was done to complete
the underlying library and to make it more flexible for future use.

The most visible difference is the new scaling system and rendering engine
that make possible the use of JatrisFree on tablets.

The new system can scale the game from 320x200 to 2560x1600 and adapt to
the intermediate resolutions (almost) regardless of density and aspect ratio.

This version was tested on physical devices with Android 2.3, 4.0, 4.1, 4.4.x, 5.0.x and on emulators with Android 2.2, 3.2, 4.2.x (have no more a device with 2.2 on board)

The full version (Jatris) will be released shortly.

Changes in 1.5

New rendering system.
Supports all previous resolutions and was tested in

540x960, 1024x600, 1280x800, 1920x1080, 2560x1600 and with the 1024x768 (4/3 aspect ratio).

More accurate rendering of fonts in non native resolutions.

Fixed some error in jewel removal in complex multiple chains.

Support for Android 5.x.
No specific change needed, just tested with success using phones and tablets with 5.x os version.

sabato 3 maggio 2014

JatrisFree version 1.43 released

Released version 1.43 for Jatris Free.

After a year something new.

This version fixes the incompatibility with Android 4.3 and above.


The full version of Jatris was not affected by this problem due to differences in
graphic code.

martedì 5 marzo 2013

Version 1.42 released

Released version 1.42 for both Jatris Free and Jatris.

This version fixes the random crash mentioned in previous posts.

Also some graphics errors in 2nd skin were fixed for full version.

sabato 26 gennaio 2013

NullPointerException Bug reported again

A new report for a NullPointerException at startup was signaled by an user.

It's the same bug found in 1.32 in drawString.
Some code modification was done in 1.4 to workaround the problem, apparently without success.

Thanks to the report, the root cause was isolated (a missing initialization) and
(hopefully) fixed.

The fix will be included in the upcoming 1.42 release for both free and paid versions.
 

giovedì 17 gennaio 2013

One year of Jatris Free

One year ago Jatris Free was published on Google play for the first time.

Time for some numbers :

1560 downloads
220   active users

Not so big numbers but increasing :-)

I'm now working to extend the graphic library to include OpenGL 2d rendering (now Jatris uses Canvas only) in order to switch between this two modes when creating a more power requiring game.

To achieve graphic backend independence I'm rewriting the code in order to completely separate the rendering code from the logic one.

During code rewrite some bug was found and fixed.

martedì 27 novembre 2012

Support for more screen size...at a cost

A little digression on JaTris support for devices with 600x1024 or bigger resolution.
As you can see from the images below JaTris full (designed as JaTris free for 480x800 pixel), supports 600x1024, 720x1280 and 800x1280 modes better than the free counterpart.






















However this support has a cost, JaTris is 3Mb while JaTris free is 1.2Mb long.

Some of this space is due to skin system graphics and a little end of game animation but 1.5Mb is due to the replication of sprites for higher resolution screen support.

The problem is the mix of DPI and pixel resolution used by Android system to render graphics.

It works well for smartphones (little screen dimension, with a bunch of pixel resolutions); you ake the graphics for the biggest resolution and let the automatic rescaling do the job for you (it works like a charm).

Unfortunately tablets are different, bigger screens mostly with mid dpi and a bunch of pixel resolutions; the graphics done for smartphones is far too small when rendered on tablets.

The only solution seems to duplicate graphics in high dpi for smartphone in mid dpi for large screen and then the rendering is good on tablets too; unfortunately this doubles the game size.

I tried to avoid this using the resource alias feature, but it does not work well when the alias and the original resource have a different dpi (this is related only to drawables).

With little games like JaTris this is a viable solution but for bigger ones the only solution is to make different apk for different classes of devices.

This problem will get worse with the arrival of full hd devices :-(