Rado1...thanks for taking the time to test this out!
No, nothing fancy as far as writing an AO shader, that would be way over my head. Just baked the AO in Blender to a map and multiplied it over the colour map. Then imported as a 512x512 map for each model in ZGE. If you PM me, I would be happy to send you some models, but I don't want to post them on a public forum, as I would never know where they could end up!
4- great to hear that it is smooth now. The new version of ZGE and non-fixed framerate was a good decision.
5- I have no idea how to go about doing this? I am using 4.1 kitkat and have never had this issue. Any advice?
7- The score saving on Android worked perfectly in the previous beta of ZGE, so something must have changed in ZGE. The weird thing is that it still works when I preview in Android, but when I build the apk, it now does that strange negative number display.
In ZGE I am just doing a simple read/write to a .txt file with binary encoding. I tried the char option but it doesn't work. The .txt file is read in the "On Loaded" function and is written to when a player gets a new high score. Any help would be appreciated here!
8- Yeah, the music was designed to be catchy/annoying in the classic arcade vein. Somewhat inspired by Galaga, where you just have music in between levels and on bonus stages. I usually would have a menu screen with level options but I wanted more of an arcade feel.
9- As noted above, I wanted the player to have to play all the way through from level1 ala 80's arcade game, rather than save points. Potentially annoying , but a design choice and it really is just a game about beating your previous high score.
Thanks for your optimism on the game. Just need to iron out the icons and high score and I am good to publish
![Smile :)](./images/smilies/icon_smile.gif)