[FREE][GAME]Guess That[8+] - Windows Phone 8 Apps and Games

"Guess That" is a 3-in-1 Brain & Quiz Game set to challenge your knowledge.
21 Level packs containing each 20 levels forming in total 420 levels are waiting to be guessed.
"Challenge your Knowledge"
__________________________________________________________
*Guess That Flag. Can you find that flag? (140 Flags)
*Guess That Logo. Can you find that logo? (140 Logos)
*Guess That VIP. Can you find that VIP? (140 VIPs)
*Use the clues when you get stuck in a level.
(You win one clue for every two guessed level)
__________________________________________________________
__________GAME ACTUALLY FEATURES__________
1. 3 mini games in it.
2. Simple intuitive user interface! Simple quizz game meachism.
3. Unified experience througout mutliple devices.
4. Dynamic cross game-pack score system.
5. Dynamic cross game-pack clues system.
6. Fun cool statistics
7. Two themes. One light and one dark.
8. Leaderboards with username and country selection.
Removed Status Bar
Fixed Background Image
Removed landscape view
Link to Store http://www.windowsphone.com/en-us/store/app/guess-that/57b68b1e-f8a8-4db4-abb1-a1b79ef1f285

Can you guess them all and beat the high score from the android world?
Reserved

I will try the Game
And Thanks for Add and All luck for your game :cyclops:

Good luck with your game guy!

Related

[APP] SimplePiano V4.3 [21.06.10] [ VGA / WVGA / QVGA / HVGA ]

SimplePiano V4.3​
SimplePiano with the SP_mickesjo WVGA Skin​
As the name suggests it's a simple piano application. I took over "CrisRowlands SimplePiano" after Cris decided to give up developing it (Original thread). The main reason I took over is because I wanted to implement multitouch. I own HTC HD2 so my emphasize was on the WVGA format, but the application should also support VGA resolution. It should be pretty easy to create skins for other resolutions as well...
Features:
WVGA, VGA, QVGA, HVGA versions.
It has three octaves.
Record and Playback.
Dualtouch via the PinchToZoom events (not ideal but the best I could find...)
Customizable skins.
Customizable sounds (currently include Piano, Acoustic Guitar & Violin).
Currently in develop:
Continuous sliding of the keyboard view.
Change the skn files to support arbitrary number of keys.
CHANGELOG:
21.06.10(4.3)
Added two single finger chord modes (Major and Minor) - Requires special skin. I don't like this solution so I didn't follow it. If anyone is interested in this please let me know...
Added minimum note sustain length control (in milliseconds). If minimum sustain is not specified the full sample is played.
Added support for looping over the sample (by looping over the sample) Two samples can be specified, one is played once in the beginning, and the second is played over and over until the key is released. If the second sample is not specified the first one is used for the loop. This feature requires appropriate sound samples to be available.
Sounds are controlled via "Sound.lst" file. Different behavior of the notes (those mentioned above) can be controlled via this file.
Added OK/Cancel button to the settings dialog.
Vibration LED index can be now set via the "Device" tab in the settings dialog.
Polyphony can control to the "Device" tab in the settings dialog.
Fixed a problem where SimplePiano closed if an incompatible skin was chosen.
Fixed issue where bitmaps were not always clipped to bounds.
Fixed crash when sound file did not exist.
Changed applications icon (thanks mickesjo)
11.06.10(4.2) Added some exception handling during initialization and a vga skin for the Default skin. Fixed the link to point here.
10.06.10(4.0) Initial release including the new features (dualtouch, recording etc. as desribed in this post).
Screenshots:
Skins: Default WVGA skin, MewSkin WVGA skin, MewSkin VGA skin, SP_mickesjo WVGA skin, Saplorer UI WVGA skin
Settings Dialog​
Download:
SimplePiano V4.3 (WVGA/VGA/HVGA/QVGA)
Alternative Download(Uploading) (including mickesjo's skin and Osprey00's alternative piano sounds - thanks to Osprey00)
Additional Skins:
(must be installed in the same location as the main application)
HVGA Rescale of the original skin (thanks to sam-2007 on post #130).
MewSkin (WVGA/VGA)
SP_mickesjo (WVGA/VGA/QVGA), thanks mickesjo. atlaswing created replacements key images, these can be found on post #47. HVGA version (thanks to sam-2007 on post #130).
Saplorer UI (WVGA), thanks xclarinetistx
Additional Sounds (thanks conantroutman):
(must be installed in the same location as the main application)
Violin
Acoustic Guitar
Piano Samples 8bit (lower quality) - these samples replace the default piano samples that comes with SimplePiano.
Alternative piano samples (thanks to Osprey00)
Rectangular QVGA (320x320) patch - extract the files from the zip files into the "Default" skin folder.
Click to expand...
Click to collapse
Previous version:
SimplePiano V4.2 (WVGA/VGA)
For QVGA the modified default skin has to be installed too.
Skins:
Default (WVGA/VGA/QVGA)(CrisRownlands' original skin)
MewSkin (WVGA/VGA)
SP_mickesjo (WVGA/VGA/QVGA), thanks mickesjo
Click to expand...
Click to collapse
Other Notes:
If I may quote Cris:
I hope you folks like it
Feedback is appreciated, improvements can only happen if I know what you folks want.
Click to expand...
Click to collapse
Some documentation
Some useful information about the *.skn files and the Sound.lst file.
The *.skn files
These files define the location of the different items on the screen. For each screen resolution the skin supports there should be one skn file. When a skin is chosen, SimplePiano search the skin directory for a compatible skn file and loads the skin according to its content.
here's an example for a skn file
Code:
Display=0,0,480,800
This line declare the target resolution of the skin. It is given in the following format: 0,0,Width,Height
Code:
Name=mewskin
The name of the skin, currently not used for anything.
Code:
Octave1=360,10,120,120
Octave1Image=OneNormal.png,OnePressed.png
Each key should include those two lines. The first line describe the location and size of the image, using the following format:
KeyName=Left,Top,Width,Height​The second line points to the images to be used with this key. The following format is used:
KeyNameImage=NormalStateImage, PressedStateImage​Where KeyName is one of the following:
Octave1, Octave2, Octave3
Quit, Settings,
Record, Replay,
NormalKey1, ..., NormalKey8
SharpKey1, ..., SharpKey6​All these keys must be specified.
NormalKey# stands for the normal note keys (C,D,E,F,G,A,B & C)
SharpKey# stands for the semitone keys (C#, Eb, F#, Ab, Bb & C#)
In addition the toolbar background has to be specified as well:
Code:
Toolbar=360,0,120,800
ToolbarImage=Background.png
unlike a regular key here only one image is supplied.
In addition the optional chord modifier keys can be specified (using the same logic):
Code:
ChordMajor=-30,0,60,60
ChordMajorImage=MajorNormal.bmp,MajorPressed.bmp
ChordMinor=-30,60,60,60
ChordMinorImage=MinorNormal.bmp,MinorPressed.bmp
The Sounds.lst file
This file defines the sounds to be used with the selected instrument. First of all it binds a note to a wav file. In addition different properties can be set for each note, as I'll explain below:
Code:
[1]
The file is divided into octave, currently there are 4 octaves (since SimplePiano also includes C4 &C#4). Each octave is titled with its number.
Code:
C=Data\C1.wav, Loop=0
Then, the sound files for this octave are given. The following format is used:
Note=FileName, Option1=value1, Option2=value2,...​Note is one of the 12 notes in an octave. The following notation is used: C,Cs,D,Eb,E,F,Fs,G,Ab,A,Bb,B.
Then a relative path to the sound file is specified. Followed by a list of parameters and values pairs separated by comas. These parameters are optional. The following parameters can be declared:
Loop=#​This specify how many times to loop over the sample (0 - plays the note once, -1 loop infinitely). If a non-zero value is given for a note, the note will be played as long as the key is pressed, once the key is released the playing will cease immediately. By default (if not specified) Loop=0.
MinimumLength=#​This specify the minimum length (in milliseconds) a note is to be played. If this value is -1 the sample will be fully played. any other (non-negative number), the note will be played at leas this amount of time. For example, if a value of 500 is specified, every touch on the keyboard will generate a 500ms sound. If the key is held longer than 500ms the sound will stop when the key is released (or the sample reaches its end). The default behavior depends on the "Loop" setting: If Loop=0 MinimumLength=-1. Otherwise MinimumLength=0.
Good job man
Good luck with this
I don't suppose you could maybe send me a copy of the source code etc?
Maybe upload it & give me a link.
The main reason I wasn't able to implement these features is because I don't know how. It would be quite interesting to learn about how you did it
good job on significantly improving chris' already nice work
And dang you've beaten me to first reply
ephestione said:
good job on significantly improving chris' already nice work
And dang you've beaten me to first reply
Click to expand...
Click to collapse
cris_rowlands said:
Good job man
Good luck with this
I don't suppose you could maybe send me a copy of the source code etc?
Maybe upload it & give me a link.
The main reason I wasn't able to implement these features is because I don't know how. It would be quite interesting to learn about how you did it
Click to expand...
Click to collapse
Thanks guys...
Cris... no problems, just let me tidy the project a little...
I love your simple piono 4.1. Now 4.2 should be better than 4.1. Thanks for the updated version...
OP, thanks for the APP. I look forward to future updates once more of the bugs have been knocked out!
Update: added a download link to the mewskin, this is nicer looking especially for the VGA resolutions (but also on the WVGA). Kudos to the author (xxmewstarxx)...
Just install the mewskin.cab after installing SimplePiano (no need to reinstall).
Z.
for now, I vote for default to 0 interval between multitouch keypresses, instead of 300ms
Not much of a big deal as you can change it yourself, yet if you already restarted to register multitouch, and you change that option later, you need to restart again
I am also thinking about spanning through more than 3 octaves, and a different method of changing the octave that lets you do that faster and more easily, will report back when I have a better idea
Nice!
Unfortunately the space on the screen ins't that much but if there was a way to "somehow" squeeze in and create spaces for Chord Symbols/Buttons and when these are being pressed, a chord is being played (a flat chords, an arpeggio). Said chord-sounds could be default-sounds distributed with the application or pre-recorded by the user. Something similar to those Casio-chords (or whatever they are called) which do the fingering for you. Another option could be that it played just the root of the chord so one could create some variety and a little base-line while playing the melody on the normal keyboard.
The problem, I guess, is surely the space on the screen and the limit of two touches simultaneously.
Just some thoughts....
ephestione said:
I am also thinking about spanning through more than 3 octaves, and a different method of changing the octave that lets you do that faster and more easily, will report back when I have a better idea
Click to expand...
Click to collapse
tilleke said:
Nice!
Unfortunately the space on the screen ins't that much but if there was a way to "somehow" squeeze in and create spaces for Chord Symbols/Buttons and when these are being pressed, a chord is being played (a flat chords, an arpeggio). Said chord-sounds could be default-sounds distributed with the application or pre-recorded by the user. Something similar to those Casio-chords (or whatever they are called) which do the fingering for you. Another option could be that it played just the root of the chord so one could create some variety and a little base-line while playing the melody on the normal keyboard.
Click to expand...
Click to collapse
Well, as for the 3 octave limitation, that could be easily broken, just that I don't have the sounds... If someone's willing to generate them I'll include them in the application.
About changing octaves I thought of two possibilities, one would be to just add two buttons at the end of the keyboard that moves one octave up or down. Another possibility is to create a slider above (or below) the keyboard on which you can slide left or right to change octaves. Sliding can also be continuous so that the first note is necessarily C. Such slider can also have some buttons to toggle chords buttons as tilleke suggeted...
tilleke said:
The problem, I guess, is surely the space on the screen and the limit of two touches simultaneously.
Click to expand...
Click to collapse
I really hope HTC will release some proper API that supports real multitouch...
Z.
tilleke said:
Nice!
Unfortunately the space on the screen ins't that much but if there was a way to "somehow" squeeze in and create spaces for Chord Symbols/Buttons and when these are being pressed, a chord is being played (a flat chords, an arpeggio). Said chord-sounds could be default-sounds distributed with the application or pre-recorded by the user. Something similar to those Casio-chords (or whatever they are called) which do the fingering for you. Another option could be that it played just the root of the chord so one could create some variety and a little base-line while playing the melody on the normal keyboard.
The problem, I guess, is surely the space on the screen and the limit of two touches simultaneously.
Just some thoughts....
Click to expand...
Click to collapse
zevele said:
Well, as for the 3 octave limitation, that could be easily broken, just that I don't have the sounds... If someone's willing to generate them I'll include them in the application.
About changing octaves I thought of two possibilities, one would be to just add two buttons at the end of the keyboard that moves one octave up or down. Another possibility is to create a slider above (or below) the keyboard on which you can slide left or right to change octaves. Sliding can also be continuous so that the first note is necessarily C. Such slider can also have some buttons to toggle chords buttons as tilleke suggeted...
I really hope HTC will release some proper API that supports real multitouch...
Z.
Click to expand...
Click to collapse
I was thinking the exact same things regarding octave switching, more like automatic recognition, as in when you press a key near the border, the keyboard gets slided past the border of a X length to accomodate for the "direction" you're taking
And tilleke suggestion is very interesting.
Here's my take: just like you play two sounds together when you do multitouch, you don't need to really record a chord, you only need to play 3 sounds together.
Example, put a swith on top, with three positions:
1) Normal
2) Major chord
3) Minor chord
Then you press, say, C
Cases:
"normal" : the note C is played
"major" : the notes C E and G are played
"minor" : the notes C D# and G are played
THe switch would be a slider onr, because a toggle one (1-2-3-1-2 and so on) would take too long if you need 1 and you're currently on 2.
Glad to see somebody picking up on this where Chris left off.....
If you want more octaves I'd be happy to provide them.
Just out of interest, are the samples in this version the same ones from Chris' original version?
conantroutman said:
Glad to see somebody picking up on this where Chris left off.....
If you want more octaves I'd be happy to provide them.
Just out of interest, are the samples in this version the same ones from Chris' original version?
Click to expand...
Click to collapse
More samples can't hurt, but at the moment I'm trying to solve the chords feature...
The samples are the same ones from the previous version.
Thanks,
Z.
Totally awesome. Poor WM support. it seems like everyone writes off Windows platform as thou its limited, but if you had the support you show with this simple piano, the experience level and communication would be thought on a positive (note) about windows platform... GOOD JOB!!
Thanks zevele for the work!
xda member TWolf has a FlashPiano that he stopped developing. The program itself has a great sample of 4 instruments in mp3 form, but I don't know enough about music to rename them. Maybe somebody here can take a look and rename the files. Here's the link and source code from TWolf:
http://forum.xda-developers.com/showpost.php?p=2806409&postcount=126
Would be nice to include mellotron in this, like the Manetron for iPhone
http://www.youtube.com/watch?v=pcIRG1X0VMs
dio62000 said:
Would be nice to include mellotron in this, like the Manetron for iPhone
http://www.youtube.com/watch?v=pcIRG1X0VMs
Click to expand...
Click to collapse
Seeing these applications on the iphone just depresses me... they run so much better than on the windows mobile...
Specifically to your question... If you mean playing several instruments in parallel, it shouldn't be to complicated to implement...
Okay, here's my idea for a solution for the chords feature, I've added two buttons below the keyboard one toggles a major chord and the other a minor. As all other buttons these can be moved and changed through the skin files. Please try it and let me know what you think...
SimplePiano
http://rapidshare.com/files/398328285/SimplePianoV43beta.CAB
MewSkin
http://rapidshare.com/files/398329265/mewskincabV43beta.CAB
Thanks,
Z.
Can this be hosted somewhere else? Rapidshare gives some of us problems and the the download limitation sucks. I can't download the v43beta after just downloading the v42 version. My suggestion is drop.io or dropbox... You can even use the free Skydrive for this.
Thanks for the good work...

SG Rush Hour - Traffic Cameras for Singapore

Hello all
I am new to programming, and have been tinkering about a bit after getting my HD2. Took me a while now, but I've just completed coding an app, and would like to share this with the community. This is intended for motorists in Singapore, to view Traffic Cams. But it is quite unlike apps found in the iPhone. This app's features:
> Allows multiple cameras to be selected and displayed. Up to 12 cameras at once
> Save up to 4 Favorite routes, with each route storing up to 12 cameras
> Small program size and quick startup.
> Very fast image download speed
> Refresh images easily, and only if the camera's image has changed.
> For Windows Mobile 6.5 touchscreen smartphones, finger scrollable friendly
> Haptic feedback
Thanks to eboelzner for his wonderful work in putting up the HTC SenseSDK, which is used as the UI for this app.
If it proves popular, I'll work on porting it over to the Android and WP7 platforms.
Let me know if you like the app, and if you face any problems with it.
Update
> Minor bug fix - Error when viewing same selection mutiple times, and reduce file size
Thanks. Will try it out.
Thanks for sharing!
Does it support other city traffic cams?
Sorry, not at this time. Any particular city you're wishing for?
San Antonio, Texas for starters
Awesome!
Sounds so cool! Can we get London supported please?

[TUT] optimization games HD for QVGA/HVGA

http://forum.xda-developers.com/showthread.php?t=1088980
Witryna padła.
Site offline.
And it's only written in Russian, cool!
Dexter_prog said:
And it's only written in Russian, cool!
Click to expand...
Click to collapse
Use google translate. No big problem...
velnens123 said:
Use google translate. No big problem...
Click to expand...
Click to collapse
Years of classic SE modding scene gives you nice amount of experience in Russian, especially if you also belong to an Slavic nation
but I'm Argentinian. All I know is "DA" and I don't even know if it is written that way
Please read the thread in the X10 forums, someone´s making a translation to English.
Recently, I received a lot in a personal message with questions about the optimization-game screens for HVGA, QVGA. Since this question is relevant to many, I decided to try to write a short statement. Just want to warn you that every game has its own nuances and using the information described here will likely have to adjust it to suit your particular case, moreover, this statement is more true to the games from Gameloft. It is also desirable to have programming skills, even if it is not under an android. In any case, I hope that this manual will be useful to you and help you understand the approximate sequence of actions. Android platform I started relatively recently, perhaps doing something not quite right / best, is this - the guru of the forum, please do not throw rotten tomatoes, and point out the error, suggest a more optimal choice.
Let's begin ...
Tools
Spoiler (+/-)
Now let us think that the game is optimized for screen HVGA / QVGA?
It can be divided into several stages.
Key:
1. Changing the resolution on rendering HVGA / QVGA.
2. Adjusting the grid touch screen.
Secondary:
3. How to disable the cache (you need in order to be able to convert intro at lower resolution).
4. Assigning a hardware button on any action (required for phone without multitouch).
Before you begin any phase of optimization, we need to get to the source code, the original source code of course we do not get, but we can get a JAVA-byte code, which is quite to our problem would be enough. To do this we will use "Apk Manager".
Install and use a "Apk Manager".
Spoiler (+/-)
Next is the text I will miss the description of the process of unpacking / ank zapakovki files.
Also, before you start, I recommend to first see a list of commands JAVA-byte code.
Now you can directly violate the optimization, for example I will use the game "Modern Combat: Sandstorm".
1. Changing the resolution on rendering HVGA / QVGA.
Spoiler (+/-)
2. Adjustment of the touch screen grid
Spoiler (+/-)
3. How to disable cache
Spoiler (+/-)
4. Assigning a hardware button on any action
Spoiler (+/-)
Useful
Spoiler (+/-)
@vixkes
can u expand those spoilers? LOL

My android game-Match 3

Match 3:
Very fascinating game - three in a row. In this game you should create lines from identical color stones, to destroy earth and ice barriers and to receive points.
- Beautiful registration in Christmas style
- Simple and interesting gameplay
- Remarkable graphics
- And all this is absolutely free!
Establish rather! You won't regret!
play.google.com/store/apps/details?id=com.musicapps.match3

Questions about teleporting

Recently I have decided to create a VR application just to test out different features (Mainly just teleportation). I have however bumped into a problem. While trying to teleport to places the controller will sometimes glitch up to indicate that I will be teleporting on top of a wall. I was wonder, what would be the best method of creating a teleportation method where you can't teleport behind walls and you can't teleport on top of them. I know what my problem is it's that I have a collision box on my walls but I want to have it so you can't teleport through the walls. I'm a beginner with Unity and this is probably whey I can't find a way to fix it.
Information:
Application : Unity 5.6.1f1
Teleportation Method : Google's elements teleportation. (Open the Google element's teleportation scene and added my own objects)
Current form of collision : Mesh collider the shape of my objects
Screen shot labels
1. House model with textures
2. Highlighted collision meshes
3. The area I get problems (When pointing the controller at any wall it will move the teleportation marker to the top of the wall)
If you need a copy of my Unity Project, just download it here, extract it and open the scene "Nevis" in the folder "Nevis" while in Unity. (File will be available in a 4-8 hours because my internet connect is super slow)
https://drive.google.com/drive/folders/0B_esR0mIq50vVVBEeFcxZ3F5YWs?usp=sharing
I know the texturing work isn't great and my lighting is strange but this is just a test of the teleportation system.

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