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https://github.com/watercolor-games/shiftos-pong.git
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41 lines
2.3 KiB
Markdown
41 lines
2.3 KiB
Markdown
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# ShiftOS Pong
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This is an Android port of the Pong minigame from ShiftOS. In this version of Pong, the game is split into
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60-second levels. The higher the level, the harder the game gets and the more Codepoints you earn for surviving
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the level or beating the computer player.
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In ShiftOS, the mouse was used to control your paddle by moving the mouse up and down the screen to move the
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paddle. In this version, since there is no mouse, you use your finger to swipe up and down the screen to move
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your paddle.
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This version of the game also does not allow you to cash out your Codepoints into your Shiftorium, because this
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is not in any way attached to a ShiftOS backend. It is simply a way to see how far you can get in ShiftOS Pong
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without having to play ShiftOS.
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It can actually get quite addictive. The current "world" record (the record set by the developer of the game) is
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Level 4 with 43 Codepoints. Can you beat that?
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## Compiling
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You will need Xamarin for Visual Studio 2017, as well as the MonoGame 3.6 SDK for Visual Studio. That'll get you
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at least a working development environment on your computer.
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The game is tested on Android 7.0 Nougat on an LG G5, however it should theoretically work on Marshmallow as
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well.
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## Getting the game on your device
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Since this game isn't on Google Play, you'll have to side-load it. You can do this from within Visual Studio if
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you have a proper Xamarin Android dev environment set up. However, there are a few things you need to do on your
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device to get it to let you side-load.
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For modern Android versions, you'll want to head into your Settings and find your Android build number. Tap that
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at least 5 times in a row, and your phone should go into Developer Mode. Developer Mode unlocks some advanced
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settings for Android developers, under the "Developer Options" category. In there, you will find an option for
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USB Debugging.
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Turn that on. If it is greyed out, make sure your device is **not** plugged in via USB! Once it's on, plug your
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device into your development environment through USB and make sure the device is set to charge off your PC. If
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the device asks you if you want to allow USB debugging for this system, say yes. Now you can side-load the game
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onto your device from within Visual Studio by compiling the game an using your device as the target.
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