Nickel Labs

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by on Jan.21, 2011, under Nickel Labs

For developers, nothing is more precious than getting feedback of their creations. In this aspect, Android Market has its limitations; it’s near to impossible to maintain a conversation about your product with end users: the main feedback channel, the always useful comments, is unidirectional. This prevents us commenting back on what you say.

Thanks to this tool we received all kinds of messages from you: constructive, not-so-constructive, kind, maybe angry. Personally, one of the comments that really made us day could be:

by Amber (January 6, 2011)
Hard game to beat, but so cute! Really fun!

And one of some that really frightened us:

by Daniel (December 19, 2010)
When I open it it force closes. Sucks.

The first one gives you a boost and makes you work like hell in your next project. The second however, makes you raise your ears and work your brains out, thinking what we did so wrong as to break our game in Daniel’s phone. The problem is, that comment doesn’t even give a hint about where to begin the search. This kind of comment sets off an inner alarm and has you worrying about a mischievous code you put someplace in the game but you cannot know where. Luckily some hours later a new comment appears stating *almost* the same:

by DAVID (December 19, 2010)
Forcer la fermeture a chake sur x10

That is more of a constructive critic. The game closes so the android user gives us one star, but at least we know that happens in a x10. That’s somewhere to begin working. One hour later, thanks to that information we find the bug and we upload a fixed version. In half a day with that buggy version in the Market, the one-star ratings duplicate. That’s a pity, but we have to thank DAVID being specific in his comment. Without it, maybe our game wouldn’t work in some devices yet.

¡Thanks everyone! Please keep on leaving comments, it really helps us in some way or another.

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A new version is out there!

by on Nov.02, 2010, under Ballcat Quest, Nickel Labs

Hi there!

Now that Ballcat Quest has been published for more than a month in the Android market, we thought it was time to speed up and upload the new version of the game as soon as possible, a version that finally contains (put some drums here) online records! It was certainly a hard work to give the game the look we wanted, especially considering that all team members have gone through a very difficult time in our respective jobs.

From the very beginning we knew that Ballcat Quest was more an experiment (an experiment with all our good intention/hope) than a real chance of doing business. It has taken more than 10 months of work to get not only our framework, NickelEngine, mature enough but also a game that takes advantage of it, but finally we can proudly say that we achieved.

Nickel-Labs is in a good mood: we’ve got a game that people like and have seen far more success than expected with it. Thank you all for your support. The show must go on and we will try in the following steps to please you all.

Of course, if not, you can always complain.

Thank you once again. You rock!

UPDATE: just in case you forgot… here it is:
BallCat Quest at AppBrain

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Ballcat is here!

by on Sep.27, 2010, under Ballcat Quest, Nickel Labs

A month ago, when we realized that Nickel Engine was ready for its baptism of fire, we gathered together around my computer and decided to move forward looking for the creation of our first game. The initial thought was of something rounded bouncing over an eternal suite of platforms. The idea wasn’t really original but it was easy to develop using the features already coded in our game engine.

One month later, after many hours of programming and some really weird bugs, Ballcat was there. A beautiful Ferminho’s design jumping from one platform to another smoothly on our phones. We assume it’s an initial approach of the game we imagine in the early beginning, in fact it’s just version 1.0, and we hope to continue improving it during the next weeks.

The link:

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