Gem Miner 2 released!
Gem Miner 2 is now available in the Android Market for all territories.
If you downloaded very early, you\’ll want to check for updates, as there has already been a patch for the following:
- Added ability to disable pickaxe (press menu)
- Fixed lift control alignment issues on certain devices
- Fixed museum freeze bug
- Fixed small bug in one map
Explore posts in the same categories: News
January 27, 2012 at 10:48 pm
Great job. One addition I would like to see is the current amount of items that you have while you are in the shop.
January 28, 2012 at 11:29 am
Thanks for the suggestion, it’ll be in the next update coming very soon…
January 29, 2012 at 4:54 am
Got another one, either some way to delete inventory items, or make the Breathing Aparatuses Stackable. made the mistake of buying three before I found out they were a use as need, and not a clickable.
January 29, 2012 at 4:59 am
Agh, good find! I’ll get onto it. There is also a problem with the way the inventory works which can split stackable items across slots and so waste space, so I’ll address this problem at the same time. Thanks.
January 30, 2012 at 6:53 am
No prob. One more thing I found was that for the topmost lift if you use a portal to go back to the top the lift does not return, This may be only in cases when you uild one long lift.. Oh and when the lucky clover is used up, it don’t get thrown away.
January 29, 2012 at 10:31 am
I’ve been enjoying the game myself, but having a few android devices, I’ve noticed a few issues myself.
The most major one I’ve been noticing is that when leveling up in free play, I have not yet been able to level up any stat but strength. It hasn’t been registering the taps on the plusses and minuses when I try to level.
Another issue is that on my Cyanogen 7 tablet, it shifts the screen up the length of the bar at the bottom of the screen, causing it to be partially off the screen. It looks for the clicks in the right location, though, so on menus, I have to press under the item for it to register. This works fine on a Cyanogen 9 tablet, which is based off Ice Cream Sandwich.
Also, on tablet screens, the buy and info buttons aren’t aligned properly in the store. The price and amount don’t look like they are quite in the right place either.
It’d be nice to be able to disable and re-enable the pickaxe without pushing option, too, because I disable it a lot, But that’s more of a feature request.(I was thinking of having the icon that shows it as disabled be a button for toggling it instead…)
Over all I’ve been enjoying the greater variety in the game, though, and I expect some bugs in the early releases…
January 30, 2012 at 1:13 am
Thanks for these bugs and sugegstions. A lot of the button alignment (e.g. shop, level up, menus) are addressed in the next update coming today or tomorrow.
The tablet shifting up issue I’ll have to look into some more…
January 30, 2012 at 2:06 pm
Glad to help. The new update took care of all the button alignment issues. (Haven’t tested the leveling screen yet, though.)
One miner glitch I noticed just because it made me do a doubletake at one point: the numbering on the Easy expeditions is out of order. 6 is followed by 8, then 7, then 9.
I also noticed the oddity on the Ice Cave mission that if you click on the miners while they are still frozen, the line they are supposed to say after they thaw out appears…
January 30, 2012 at 2:32 pm
I noticed the numbering issue and the frozen miner issue as well.
January 30, 2012 at 7:18 pm
I think the numbering one may have been on purpose, it is lost after all. Oh, and I found the cow. Quite clever
January 31, 2012 at 12:04 am
The frozen miners talking bug should be fixed in the latest update.
Can’t believe I didn’t spot the numbering problem! I’ll get that fixed for the next update.
January 29, 2012 at 5:03 pm
This is one of my favourite games on Android and I have been so excited for this release. There is one thing that bugs me, I know you can disable your pickaxe via the menu button but wouldn’t it be easier having it on the screen at the top as I find myself climbing down a ladder and accidently picking at the blocks, it can be quite frustrating if you are out of ladders. Apart from that this is a great sequel! I just hope to see future updates for new content.
January 29, 2012 at 9:35 pm
Problem on Coal Choices Medium difficulty expedition:
First off, I love the new game; I think you did a fantastic job with it. My problem on Medium Expedition Level 2: Coal Choices is that I can’t reach a depth of 45m. Most of the map goes to 43m, but I found one location on the right side that went to 44m. I explored the entire bottom of the mine from end-to-end and that was the lowest point attainable. I am guessing that you meant to make that 44m place I found the spot where you get the star. Let me know if I am wrong about this. Thanks!
January 30, 2012 at 1:14 am
Thanks! This will be fixed in the next update, along with a similar bug in the first hard mission. Unforunately the objectives are saved with the save-game, so you will need to restart the level after the update if you want to get all three stars. Sorry!
January 30, 2012 at 1:41 am
Thanks for the quick reply and no problem. I don’t mind playing it again! Take care!
January 30, 2012 at 11:59 am
Where’s the museum on the Iron Miner Medium difficulty expedition?
January 31, 2012 at 12:07 am
Despite what the miner says about “I should take this to the museum”, there is none on the expedition levels, you just need to save up the items until the end. I’m aware that this means your inventory can get clogged up on some levels – I’m working on a solution to that (either they won’t take up space, or they will disappear when you complete that objective)
January 31, 2012 at 1:15 am
Understood. I will play it without worrying about that then. Thanks!
February 1, 2012 at 7:39 pm
Just wondering, one of the screen shots showed ore and gems collected. What happened with that?
February 1, 2012 at 11:22 pm
You can get to this screen by tapping the page curl at the top right of your inventory.
February 2, 2012 at 5:35 am
Ah, found I was not pressing on the right area, was pressing on the curl instead of right above and to the right of it.
February 2, 2012 at 1:57 am
Overall it’s a wickedly great game, but so far I’ve noticed a few things that would be useful (at least to me) to have improved:
1) mining out the wrong level while on a ladder
I’ve noticed that sometimes I think the miner has climbed up a ladder to a particular level, but in reality, he is a couple of pixels lower down. The result is that instead of stepping off the ladder, he goes and mines out the space immediately below the level. Do that often enough and you find you have to waste a ladder to fill in the space that you’ve just dug out.
- Proposed fix – provide a threshhold whereby if the miner is within x pixels from a particular level, he is effectively at that level.
2) Buying stuff
I noticed when buying the pick axe, your inventory counter stops after 10 units. If that is capped at 10 units,then can you make it so you can’t buy any more (ie, throw more money at items you can’t use), or if it isn’t capped, can you make the display show the accurate unit count.
Saws also take up a slot each (rather than stackable) Is that intentional?
3) Harvesting stuff
It would be great if you could see the name of the unit harvest during the harvest action itself. Also in the inventory, it would be great to see the $ value of the item you harvest so you have an idea of how much your haul is worth
4) Objectives
Sometimes you forget what you are trying to do. It would be great if you could press/long-press the objective star to find out what you are meant to be collecting. It saves having to go all the way to the surface to see the objectives while in your camp
5) Health without saving
In GM 1, you could walk to your camp, and you’d regain your strength. You didn’t need to actually save in order to do that. I don’t mind having to go to the tent, or even IN the tent, but I’d prefer not having to save each/every time I wanted to regain strength
6) GM 1 stuff coming over?
I don’t suppose you’re planning on porting over the lamp? I know that lamps can’t see through rock, but the range of the light of the lamp in GM 2 seems restrictive at times, especially if you are at a ledge. you can’t see the floor below, even if it is only one unit down.
6) Help?
Will there be a help file in a future update? If so, it would be great to get descriptions for each item you are able to harvest and $ value. Again, it helps with determining what is more valuable to go for when your pack space is limited and you’ve come across a fresh collection of material.
7) Version number
Would be useful to have the version number somewhere on the title screen, or in the options. That way when reporting issues, it is easy to find out if the solution is just to do an update.
Woah .. sorry for the long post. Gotta say I love the game though!
February 16, 2012 at 3:10 am
I agree with everything Stu said above. Also wanted to report another bug. Since the most recent update that added new expeditions, I finished all of them but Easy still shows 16 of 17. If I leaf through all of the missions and count up the stars I have lit up, it adds up to 17. Not a big deal, but definitely a glitch. The new expeditions were fun, BTW; thanks for the continued effort!
March 13, 2012 at 7:59 am
Bit late with the update, but this is fixed now. Lots more levels with new items and objectives coming soon!
March 13, 2012 at 7:04 am
In reference to seeing things, several of the miners in Freeplay have Flares, which will see 2 units away, even through rock, for a limited period of time. If you don’t have any slots left when you encounter the miners, though, you’re out of luck — the Flares are not retrievable when you return to that miner after having dumped something else.
In terms of seeing further down, you can — you just have to stand a little closer to the edge of the precipice, and the additional blocks will appear on your map. It’s worth noting that the physics of light affects this — you only see on your map where light travels in a straight line. Get closer to see down 5 blocks (but not too close, or you’ll fall in).
March 13, 2012 at 8:06 am
I’ll look into making the miners hold back their items if you inventory is full. Hopefully it’ll be in the next update.
February 4, 2012 at 6:45 am
Can’t seem to get it to work on my LG SmartShine. Market says my phone is compatible and I had the game load once but when I read the first sign it locked up. I exited and came back and it was just a black screen. I’ve uninstalled and reinstalled several times but still can’t get it to load. Any ideas?
February 11, 2012 at 2:53 am
A couple of things:
First, I agree with Stu about wanting to restore stamina/health without saving as in Gem Miner: Dig Deeper.
Also, I miss having the walkways that were in GM:DD
March 13, 2012 at 7:58 am
Walkways will be coming in the next update. The other request is in progress, but will most likely only be enabled for easy and medium to stop reloadiing when something goes wrong on the harder difficulties.
February 14, 2012 at 6:35 pm
Hi, i just loved GM1, and so i purchased GM2 without much thought. I have to admit that I am quite disappointed.
I appreciate the work you put in GM2 and surely see your good intentions!
So what do i like?
I like the new look, i like the possibility of encountering water while being underground and the concept of fire, and two different types of stone. I also dig the possibility of leveling up ^^ It’s also great you can switch off the HD-graphics to preserve battery life.
Sadly, that’s about it.
So what do I dislike? (All points are IMHO and never meant as offense)
1.: The time needed for loading/saving a game is too high. You should improve the code for that.
2.: Considering [1], it is twice as annoying to replenish ones stamina. Besides the time needed for [1] the “sleeping” animation is too long.
3.: Why are all the minerals i bring to the shop are paid one by one? Just make it a bulk payment, so i can go on digging.
4.: While no nuisance in the museum, the screen area of the shopkeepers dialogue could be better used to display the goods.
5.: I don’t like the idea of achieving new goods in the store by reaching certain depths. To me, this just slows me down and adds a fake difficulty to the first levels. Just adjust this by the correct pricing.
6.: Secondly, if using such an idea, please make sure to tell the player why there is no lift in the shop and when it will be available.
Also it would be nice to know what will be available, so one can plan ahead.
7.: My Suggestion to [6 + 7]: When the player starts a new game give the option to have all goods availabel in the shop.
8.: Analogue to [6], but regarding the museum: What is this for?
9.: As i don’t know what the museum is for, i’m forced to guess, that it enables new goods in the shop. While this was an interesting concept, in my opinion there is a (too) strong emphasis on luck, whether you find a needed relict or not.
10.: Fire can be interesting, but as long as i cannot extinguish or prevent fires, I’m effectively barred from using dynamite. Sure you can “use” water for that purpose, but that is again very luck-dependent.
101.: The controls are generally not precise, i start digging blocks under the ladders, when going sideways there is a good chance of digging the wrong block, or even walking and falling through the block.
11.: I just hope that there will be a tool to dry out that subterranean lakes for good.
12.: The saw is coming way too late.
13.: What about bridges?
Some ideas:
14.: Boats, Ropes, Mine-Carts, Lava, portable Fire-Extinguisher, Concrete-Pouring, Diving Equipment, Some other explosive for the other rock.
I hope you continue working on this as it has a high potential.
But as it is now it sadly is less addictive than GM1.
Kind Regards
Phil
February 18, 2012 at 11:03 pm
Any chance you guys could fix the save game corruption error in free play please?
March 13, 2012 at 8:00 am
Auto backups should now make this a much less annoying issue.
February 21, 2012 at 11:33 pm
I love this game!
It is amazing!
I just have one question. This may be a strange question, but are walkways in the game at all (or specifically, in the ‘free play’ mode)? I have played for a bit, and filled in the museum on free play, reached the bottom on free play, but still no walkways.
I really liked that feature from the first game, and was curious if it is in this one at all.
Anyway, thank you so much for the great game!
March 13, 2012 at 8:00 am
Coming in the next update!
February 22, 2012 at 7:50 am
How can you place elevators in free play? I am over a hour and a half into a map unlocked signs 30 mins in but no elevators
March 13, 2012 at 8:01 am
They are unlocked when you reach a certain depth. Around 45 I think?
March 13, 2012 at 9:28 pm
There are a number of depth-specific shop items:
at 22m – Signs
at 47m – Lifts
at 72m – Seismic Scanner
at 97m – Water Pump
at 122m – Breathing equipment
at 147m – a turbo lift (longer lift)
at 172m – a rocket lift (speeds up lift movement)
It’s interesting that you can carry unlimited water pumps and lifts in a single inventory slot, but you can only carry one breather or saw per slot.
February 22, 2012 at 8:06 am
A few more things:
First, I have multiple devices, and often end up reinstalling. As such, an option to skip the tutorial would be really nice. It may have been fun the first time, but it’s old by the sixth.
I’d also like to be able to see exactly how close I am to a goal. (For example, that I’ve mined 18 of the 20 coal needed.)
I happen to have noticed that if you have an objective item in your inventory and choose “Rescue Me”, it gets removed, but still counts for the objective. (In fact, I’m probably going to deliberately choose rescue me to get inventory space back on some of the harder ones, having discovered this…)
February 22, 2012 at 4:34 pm
Agreed, i have the game on my tablet and phone, i keep wiping my phone to test CM9 skipping the tutorial would be nice as i dont always remember to backup the apps data with titanium
February 24, 2012 at 10:05 pm
A possible solution could be to enable a long-press on the tutorial choice. If you long-press the tutorial, it changes setting to “completed” and opens up the game.
In the at the end of the tutorial phase, the dialog could be changed to include something like:
“Congratulations for completing the tutorial. In the future, you can skip the tutorial entirely by long-pressing the tutorial start text”
March 13, 2012 at 8:04 am
Nice idea
March 13, 2012 at 8:02 am
The latest update puts the museum into the expedition levels so you can also clear your inventory that way as well. An option to skip the tutorial will be added once I figure out a good way to implement it.
February 23, 2012 at 2:41 am
Would like to see gravity work better. Same issue in the first game. You dig down a ways and some of your ladders stay suspended in air trapping you there.
March 13, 2012 at 8:03 am
It’s a performance issue – there has to be a limit to the area around the miner to update. I may make this configurable, as many modern phones could certainly handle doing a lot more each cycle.
March 1, 2012 at 3:44 am
I would love to be able to play this but the game crashes right after the initial load scene is done. Running ICS on OG Droid. Thank you.
March 4, 2012 at 5:25 pm
Found an interesting bag-expanding bug. If you have any artifacts in your pack when the game suspends (e.g. you receive a call), your pack will expand by that number of artifacts.
March 13, 2012 at 8:04 am
So far I’ve been unable to reproduce this bug, but I’ll keep trying…
March 13, 2012 at 8:20 am
I may be incorrect about the cause. I will keep looking for clues. My bag capacity definitely expands, though, and it is related to the number of artifacts in the bag. Maybe when I purchase a bag upgrade while fossils are still in my bag?
March 12, 2012 at 9:06 am
I come across a few bug and wish it will be fix soon.
1. It sometime dig a block away (a block adjunct to the block I’m digging).
2. Place shift. While I dig a block, it shifts me to another block. Usually shifted to the way I was digging, and a few lower level.
I would like to make a suggestion to the game too.
If the character can move in a “snap to grid” fashion, it can prevent dig a wrong block we are not intent to. Say we release our finger on the moving panel, the character will keep moving to the nearest block.
March 13, 2012 at 6:55 am
In expedition Easy-10. Flood, if you dig out the block below the tunnel to another section of the mine, the hole drops, which would tend to violate several laws of physics. However, you can still use the tunnel, which is good. However, when you return, you’ll reappear where the entrance to the tunnel was originally located. If there are no ladders there, you’ll fall (Ooof!)
March 13, 2012 at 8:05 am
interesting find! I wouldn’t start looking for physics violations, you could be there a long time