17:40 13/09/2011 - Updated OpenFeint. Now has support for GameFeed functionality. 13:50 12/09/2011 - Updated AndEngine. Code now needs re-working and updating in places! 19:31 27/06/2011 - Added background support for In-App billing. 03:26 26/06/2011 - Added proguard (obfuscate) support (proguard is probably required, not included due to size!). 01:04 22/06/2011 - Added intial support for OpenFeint. You will need to download the SDK seperatly for openfeint and then add it as a library into this project!
Currently the waves are infinite!
Found some bugs/glitch's ? Create an issue with the best description as to what and how it's happening.
___ TESTED ANDROID VERSIONS ___
NOTE: This list has been compiled from AVD's within the SDK NOTE2: The testing done was to see if they installed and loaded successfully, game play has not been significantly tested
!!INCOMPATIBLE!! Android 1.5 - (Incompatible with the game design (Openfeint and In-App Billing require 1.6+)
COMPATIBLE << Android 1.6 - (Works, but not designed for it!) Android 2.1.update_1 - (Works, but not designed for it!) Android 2.2 - (Works, Game designed to work well with 2.2 and up) Android 2.3.1 - (Works) Android 2.3.3 - (Works) Android 3.0 - (Works, with performance/install issues, but I think those are down to the SDK/AVD) Android 3.1 - (Works, with performance/install issues, but I think those are down to the SDK/AVD)
<-- Tested Resolutions -->
QVGA (240 x 320) -> Works HVGA (320 x 480) -> Works WQVGA (240 x 400) -> Works WQVGA (200 x 432) -> Works WVGA (480 x 800) -> Works WVGA (480 x 854) -> Works WXGA (1280 x 800){tablets} -> HA Awesome, Works but needs entirely new sprites for this size.
NOTE The above resolutions were all on devices/AVD's that have portrait screens (Width is smaller than the height) If you Have a screen that is larger in width than height in portrait mode, it will not scale porperly at all (Work in progress to attempt to get this working)