_id
int64 0
49
| text
stringlengths 71
4.19k
|
---|---|
7 | libgdx continuous movement while touch and hold (even after jump)? So, I have these buttons where I have implemented a method to handle 'touch and hold' (without polling). If the player touches and holds the walk button ..it will keep walking till the button is released. Problem is when I combine jump with it ... In the update method, if (activeTouch) translateScreenToWorldCoordinates(touchCoords.x, touchCoords.y) if (touchPoint.x lt 5) Code for walk left else if (touchPoint.x gt VIEWPORT WIDTH 5) Code for walk Right else if ((touchPoint.x gt 6 amp amp touchPoint.x lt VIEWPORT WIDTH 6) amp amp player.isGrounded() amp amp player.getState() ! Player.State.Falling) Code for Jump The touchdown and touchup events, public boolean touchDown(int screenX, int screenY, int pointer, int button) touchCoords.set(screenX, screenY) activeTouch true return false Override public boolean touchUp(int screenX, int screenY, int pointer, int button) activeTouch false return false So i can move right,left and also jump. But my problem is, while walking if I jump ... it will jump and then stop walking. How to continue walking after the jump if the player is still holding onto the walk button? |
7 | Switching from OpenGL ES 1.0 to 2.0 I have been developing an Android app using OpenGL 1.0 for quite some time using a naive approach to rendering, basically making a call to glColor4f(...) and glDrawArrays(...) with FloatBuffers each frame. I am hitting a point where graphics is becoming a huge bottleneck as I add more UI elements and the number of draw calls increases. So I'm now looking for the best way to group all of these calls into one (or two or three) draw calls. It looks like the cleanest, most efficient and canonical way to do this is to use VBO objects, available from OpenGL ES 2.0 on. However, this would require a HUGE refactoring on my part to switch my whole graphics backend from ES 1.0 to ES 2.0. I am not sure if this is a good decision, or if there are acceptable ways to group my drawing calls in 1.0 that would work fine for relatively simple 2D data (squares, rounded rectangle TRIANGLE FANs, etc.), or if it really might be worth biting the bullet and making the switch. I might also mention that I have a HEAVY reliance on translation and scaling that is so convenient with the fixed pipeline of ES 1.0. Looking around, I am surprised to find almost NO people in my position, talking about the tradeoffs and complexity at hand for such a switch. Any thought? |
7 | Speed up loading of png files (used for textures) in Android OpenGL Game My game has a few texture atlases that need to be loaded (in my XHDPI folder they total 3.49MB) and on a top end device they don't take that long to load, however on a low end device they seem to take an age. An example would be my old Samsung Galaxy Ace which uses the MDPI folder for it's resources (total 1.51MB), this takes 16 seconds, which I personally consider far too long. Originally, I had a separate atlas for each sprite, so I merged the majority of my atlases into one big atlas after reading that it may speed things up. Unfortunately, it hasn't really made any difference to the load speed. This is how I'm loading my png files atlas BitmapFactory.decodeResource(view.getResources(), R.drawable.atlasimage) As the default load format is ARG B8888, I though I'd attempt to load them in RGB565 as this is supposed to be quicker to load and render as well as take up less memory. So I tried this BMFOptions new BitmapFactory.Options() BMFOptions.inDither false BMFOptions.inPreferredConfig Bitmap.Config.RGB 565 atlas BitmapFactory.decodeResource(view.getResources(), R.drawable.atlasimage, BMF Options) Unfortunately, although this does reduce the quality of the image, it doesn't reduce the load time and yields no noticible performance increase. Also, (and this may be expected), it doesn't reduce the memory footprint of my app. So my question is how can I optimise this so that my png's are loaded quicker (rendering speed increase not being as important at the moment as load speed). |
7 | How do I make a puzzle piece move smoothly between locations? I'm building a 2048 clone to sharpen my Libgdx skills, but I don't know how to ease a tiles between board locations. When I slide my finger, the tile moves rather swiftly. How I can make the movement smoother? This is the code I'm using to make it move to the left for(float t 0 t lt getMax(currentTile) t shapeRenderer.begin(ShapeType.Filled) shapeRenderer.setColor(230 255.0f, 220 255.0f, 230 255.0f, 1) shapeRenderer.rect(q t, r, a, b) shapeRenderer.end() |
7 | How to read monogame log files on android device I am working on a monogame android project where I want to log some data. First try was something like this Log.Info(tag, message) This works great when debugging in Visual Studio via the Android Device Logging Window. But when I run the app on my mobile android device I have no idea how to view the log entries. As far as I know the logging happens in the so called CatLog, which can be viewed with some Apps. But unfortunately these apps need root access, which I think cannot be given to them on a "normal" android device. Is there any way to either view the Logfile on my Android device or is there a better way of adding logging to my project? Thanks in advance Nick |
7 | Word Search Game Issue I am developing a game like word search. I have used AndEngine for this and for displayig grid of words I have used TiledMap. In this game, we need to join letters to make a word as we drag our fingure it will draw line on tiles and make connection between letters. I am able to draw lines vertically and horizontally accurately but as I try to draw line diagonally it goes to the nearby tile and draw line from last touched tile to nearby tile. But as I carefully move to the diagonal tiles it draws line accurately. Can any one help me to solve this issue? e.g. 1 2 3 4 5 6 7 8 9 10 11 12 as shown in above e.g. I am able to draw line for "1234" amp "159", It means all horizontal and vertical positions works accurately. But for "963" its not as accurate as i draw for horizontal and vertical. I want to draw line on one board as shown above. There will be letters below lines and need to connect correct words. |
7 | How to check in single event if two objects are clicked at the same time in libGDX? I am newbie to libGDX and I have written two functions for touchdown, LockerKeyHalfImage.addListener(new InputListener() public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) System.out.println("clickrd Locker gt gt gt gt gt gt gt gt ") return false ) MasterKeyHalfImage.addListener(new InputListener() public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) System.out.println("clickrd Master gt gt gt gt gt gt gt gt ") return false ) My problem is to check if these two images are clicked at the same time (multi touch detection). I tried to use the following lines without success InputMultiplexer im new InputMultiplexer() GestureDetector gd new GestureDetector(ui) im.addProcessor(gd) im.addProcessor(ui) Gdx.input.setInputProcessor(im) Can anyone point me in the right direction? |
7 | Max Row and Col for Animating Sprite in Andengine I want to animate a Sprite in Andengine , I have used the following this.mSnapdragonTextureRegion BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this,"arrow.png", 10, 10) As show above in code its array is 10x10 that means I have 100 images to be animated, here is the image (I had individual image and joined it online so I created image below) My issue is if I place this code and image it show black patch instead of animated image, i hv tried with 2x3, 4x2 animated sprite that is working fine . Is my issue because of 10x10 ? what is the max row and col I can place to animate a Sprite in Above Code Here is my output |
7 | How to decide to use OpenGL ES 1.0 or 2.0 for Android? I started learning some Android development and one of the first things I thought I could make is a simple game. However, I'm faced with one difficult question right off the bat. Should I use OpenGL ES 1.0 or 2.0? The game I have envisioned will be pretty simple graphically, utilizing 2D(tiled top down type graphics) and fixed camera isometric views. I've never used OpenGL in a desktop environment, so I'm oblivious on if shaders will be something I'll use, etc. According to this page I should use OpenGL ES 2.0 generally for new development. My own phone however just recently(past year) got an update to get it to the required Android 2.2. (I don't even know if it has OpenGL ES 2.0 support) So basically my question is, will I benefit from any of OpenGL ES 2.0's features over 1.0 and or is it worth it in terms of compatibility? |
7 | How do I store level data in Android? I'm building a game where enemies come in waves. I want to create a file where I can define data about the waves ( of enemies, spawn times, speeds, etc.). I come from a background in iOS and would normally use something like a plist. What would be the best way to do something like this in Java and Android? |
7 | How can I transform a group of objects in libGDX? I'm new in LibGDX. I created group with actors in show method and add listener (where i calculate rotation matrix) and want to rotate all actors from group with batch.setTransformMatrix(matrixResult) but nothing happens. How can I force to rotate all actors of group? Override public void show() camera new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()) camera.position.set(0f, 0f, 120) camera.lookAt(0,0,0) camera.near 0.1f camera.far 300f camera.update() stage new Stage() shader new ShaderProgram(vertexShader, fragmentShader) myBatch new SpriteBatch() shapeRenderer new ShapeRenderer() sphere BuildSphere(5, 100) group new Group() Override public void draw(Batch batch, float parentAlpha) batch.setTransformMatrix(matrixResult) super.draw(batch, parentAlpha) group.setTouchable(Touchable.enabled) group.addListener(new InputListener() Override public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) Gdx.app.log("MOUSE X BEG", Float.toString(x)) Gdx.app.log("MOUSE Y BEG", Float.toString(y)) begX x begY y return true Override public void touchDragged(InputEvent event, float x, float y, int pointer) endX x endY y isRotate true float translationX endX begX float translationY begY endY float length (float)Math.sqrt(Math.pow(translationX,2) Math.pow(translationY,2)) Vector3 axis new Vector3(0, 0, 0) if(length gt 0) if(begX endX 0) axis.x 1 else float angle (float) (Math.atan(translationY translationX) Math.PI 2.0 (translationX lt 0 ? 1 1)) axis.z 1 axis.x (float) Math.cos(angle) axis.y (float) Math.sin(angle) quaternion new Quaternion(axis, 0.02f length) Matrix4 rotation new Matrix4(quaternion) matrixResult rotation.mul(matrixRotationOld) matrixRotationOld matrixResult ) group.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()) for (CenterCoordinate cenCoordinate sphere.getPolygonCenterCoordinates()) Vector3 vector cenCoordinate.getCartesianCenter() Polygon polygon new Polygon(1, cenCoordinate.getType().getCode(), cenCoordinate.getRadius(), cenCoordinate.getPsi(), cenCoordinate.getKsi(), vector, cenCoordinate.getRotation()) group.addActor(polygon) stage.addActor(group) Gdx.input.setInputProcessor(stage) Polygon extends Actor draw method Override public void draw(Batch batch, float parentAlpha) translation.setToTranslation(vertex.x, vertex.y, vertex.z) matrix.mul(translation) shader.begin() shader.setUniformMatrix("u worldView", matrix) mesh.render(shader, GL20.GL LINE LOOP, 1, mesh.getNumVertices() 1) shader.end() matrix.idt() |
7 | Any good smartphone simulators available? I'm trying to find a good smartphone simulator to test HTML5 games on. Doesn't matter if it is only 1 phone or a library of phones, iOS or android. As long as it's as close as it can get to the touchscreen experience. Any suggestions? |
7 | What do you use to support multiplayer turn based network game for iOS and Android games? If I'm doing a turn based card game, what kind of technique do you use to support multiplayer gameplay over Internet? Is it socket? If it's socket, which SDK (CoronaSDK etc.) can provide solid socket library? Can Unity3D can be used solely to support what I need without using other socket servers like SmartFox or Electro? |
7 | Best method for 2 layer tile based map scrolling What is the best general approach to implement scrolling for a 2D tile based game? I need to scroll the map with a constant speed, lets say 2 pixels every frame (like in a top down shooter). The tiles are 32x32 and the map is quite big, lets say 10 x 300. There are 2 layers first is the background layer second is the forgeground layer with obstacles and enemies The target plattform is android and I want to use OpenGl. What is best practice? a) Draw only the visible Screen all the time (every frame) b) Load complete map into memory and just move the camera Is there a difference in performance and determining collision etc.? Thanks for any help! |
7 | Rotate a bitmap and bitmap is getting blur in android I am developing an android game. and in this I want to move an object along a Bezier path. my object is rotating with some angle on this curve. I used this piece of code public void update() check collision with bottom wall if heading down if (droid.getSpeed().getyDirection() Speed.DIRECTION DOWN amp amp droid.getY() droid.getBitmap().getHeight() 2 gt getHeight() 2 amp amp droid.getY() droid.getBitmap().getHeight() 2 lt getHeight() 2 100 ) int pointX , pointY pointX new int 4 pointY new int 4 int X , Y pointX 0 getWidth() 2 pointX 1 getWidth() 2 50 pointX 2 getWidth() 2 25 pointX 3 getWidth() 2 pointY 0 getHeight() 2 pointY 1 getHeight() 2 25 pointY 2 getHeight() 2 50 pointY 3 getHeight() 2 100 Log.i(TAG, "In the While Zone of Last Half Zone") X (int) ((pointX 3 u u u) (3 pointX 2 u u (1 u)) (3 pointX 1 u (1 u) (1 u)) (pointX 0 (1 u) (1 u) (1 u))) Y (int) ((pointY 3 u u u) (3 pointY 2 u u (1 u)) (3 pointY 1 u (1 u) (1 u)) (pointY 0 (1 u) (1 u) (1 u))) Log.i(TAG " Value of X ", Double.toString(X)) Log.i(TAG " Value of Y ", Double.toString(Y)) double deltaX X droid.getX() double deltaY Y droid.getY() Log.i("deltaX ", Double.toString(deltaX)) Log.i("deltaY ", Double.toString(deltaY)) double angle Math.atan2(deltaY, deltaX) Log.i(TAG " Angle ", Double.toString(angle)) Matrix mtx new Matrix() mtx.preRotate((float) angle) mtx.postScale(1, 1) Bitmap rotatedBMP Bitmap.createBitmap(droid.getBitmap(), droid.getX(), droid.getY(), X droid.getX(), Y droid.getY(), mtx, true) droid.setBitmap(rotatedBMP) droid.curveUpdate(X, Y) u u 0.001 Log.i(TAG " Value of U ", Double.toString(u)) check collision with top wall if heading up Update the lone droid else droid.update() my object is moving and rotating as i supposed but image is getting blur. am not getting why is so. Please suggest what can be the problem. Thanks. |
7 | Android Live Testing I am making a game for android and in it I am using sensors which are not available in the emulator. At the moment I am connecting my device and transferring the apk, then installing to test but that is a pain to do, and I have gotten to the stage where I need to start logging values for debugging. I have gone into the run configs of my app and set it to prompt me to pick a device, but my device is never in the list when it is connected to my PC and I try to run it. How am I supposed to set it up to work properly? Thanks for the help. |
7 | Reducing APK File Size by using JPG instead of PNG for game background images I've just finished my (openGL ES 2.0 Android) game and it's almost ready for Alpha testing. When I export the application to an APK File, the file is taking up 16MB and I would like to reduce this as much as I can. Here are some points about what the project contains and what I've tried to reduce the size already 222kb of Ogg Vorbis files used for Sound Effects 1 x MP3 file at 5.59MB (128kbps Bitrate) 4 x sets of PNG files used for textures (XHDPI, HDPI, MDPI amp LDPI I'm not using XXHDPI) Just over 1MB of code What I've tried thus far to get where I am I've optimised the PNG files using Optiping I've applied ProGuard to my code before exporting, this didn't really help by much as 99 of my app is resources. So my question is, is there really much else I can do to reduce the size of the APK? I was thinking about maybe using JPG format source files for my Background OpenGL textures instead of PNG anyone have any experience with this? Does it hurt performance at all? I can see that it would make quite a difference my atlas of backgrounds in PNG format for XHDPI is 1.7MB and a 90 compressed JPG comes in at around 650KB. I'm just not sure if it's a good idea as everyone always advocates PNG JPG. Any pointers from personal experience would be helpful amp also if I've overlooked anything other than using JPG's. |
7 | Smooth pixels while rotating sprite I just started with andengine, so this maybe gonna be silly question. How to make my sprites more smooth while I rotate them? Or maybe it because this is screenshot from tablet? Thanks JohnEye it works Just need to change my BitmapTextureAtlas from BitmapTextureAtlas carAtlas new BitmapTextureAtlas(this.getTextureManager(),100, 63) to BitmapTextureAtlas carAtlas new BitmapTextureAtlas(this.getTextureManager(),100, 63, TextureOptions.BILINEAR) |
7 | Android Google play enable download app for devices that supports opengl extension I am using OpenGL ES 2 in my game. However, for simplicity i have used some extensions like VAO. Is there a way, how to disable dowloading of my app for devices, that do not support this (and other) extensions? I can check it in code, but that is a little late, when user already bought my game and it wont work. |
7 | Are OpenGL Textures more memory efficient than Android Bitmaps? I have a custom application that deals with many Bitmaps tiles that are 256x256 images (png,jpg). I'm currently using the View 2d canvas and bring in all images as RGB 565. Although I'm generally happy with the applications performance, I have features I'd like to add that will require even more map tiles (Bitmaps). I've been thinking about using opengl ES 2.0 but am fairly new to it. Would opengl Textures be more memory efficient than keeping Bitmaps around? I assume you can load a Bitmap into a Texture and then dispose of the Bitmap Is it an acceptable practice in opengl to dynamically load many different Textures at runtime? Do you need to cache Textures or does the GPU handle that for you? |
7 | Which app markets should I deploy my Android game to? I just launched my Android game today. I'm curious to know where I can deploy it. Of course, Google Play is the veritable king of markets, and my own game site will be next. After that, which marketplaces are mature and are worth deploying to? I looked at SlideMe GetJar Soc.io And some other ones that I didn't use YAAM (kept crashing and erroring out) 1Mobile (couldn't figure out how to upload my app) Insyde Market My question is really, which ones are out there and are worth uploading too? (And 1Mobile seems good, but just can't figure out how to upload.) Each site requires their own size screenshots and logo, so it's a bunch of extra work. I'd rather stick to the 80 20 rule and apply 20 effort to hit 80 of the markets. |
7 | Can a 3g network work for this project and is my understanding correct? I want to make a game for the android phone using unity. As you can tell by my last post i wanted to use networking to make this happen. I decided unity would be a good choice and in no time i was able to have two android devices connect to a simple game using unity master server and i was able to see both of my cubes update in real time over both phones. My end goal is to make a game where you are a sphere and your goal is to knock your friends off the the arena(A sumo game). The arena will slowly get smaller until only 1 sphere is remaining. My question revolves around how doable this would be with a 3g network over the phone. It does not appear that unity3d has bluetooth support for android and i could not find a plugin for it anywhere. This would be ideal to have bluetooth local networking and if i am incorrect, please tell me. The way I understand cell phone data transmission is you have your cellphone and it sends the data to the cell tower. The closer you are to the tower the better. Does your relative position to one another(Two clients connecting ) matter if you are both in range of the same cell tower? While my cubes updated just fine I know that 3g can be spotty. Is 3g viable for this idea? Is bluetooth usable for android with unity3d if not? Thank you |
7 | How do I dispose of OpenGL resources cleanly on Android? I am creating a framework for OpenGL ES 2.0 for Android. How can I cleanly dispose of my OpenGL resources when my Android app is done? I check for isFinished() in the onPause() event and then dispose of the resources but it calls the OpenGL functions from the main UI thread so it gives me an error (0x501). When I try to call isFinished() inside my onDraw() in my GLSurfaceView.Renderer class, it is never called when I quit my app. Anyone got any ideas? |
7 | Problem converting FBX file into XNB I create a Monogame Content Project to convert assets into XNB. For FBX file without texture there is no problem the file is correctly converted and when I load XNB into my project everything is ok. The problem occours when i have associated to fbx file a texture map in this case both FBX and PNG files are converted to XNB but when i try to load these XNB files into my project the following problem occours "ContentLoadException Could not load Models maze1 asset as a non content file!" Note maze1 is the XNB file that was converted from FBX. How can I solve this problem? Thank you in advance |
7 | What is the right way to implement a loading screen in cocos2d js? We have two scenes that are loaded with heavy computation a map screen and a puzzle screen. When we change the scene from A to B, the app gets stuck on scene A for a while before it renders scene B. So to avoid confusion, we created a dummy scene with 'Loading...' written on it and then on it's onEnter function we change to scene B. The game now gets stuck on the dummy loading scene now instead. But the loading scene takes in touch inputs and the device's native button inputs and triggers it as soon as scene B enters. So the map scrolls if you swipe on the loading scene and puzzle takes input on tapping the loading screen. Has anyone implemented a proper loading scene with cocos2d js? |
7 | Screen not rendering after restarting game Game works fine on the initial launch on Android, but after that restarting game does not render the graphics on the screen properly. It is a copy of the question Sprites not being rendered on screen change Android Libgdx but there is no solution yet for the question |
7 | Keeping Android Screen bright during Game I have a game that uses the accelerometer to move a guy back and forth on the screen. After a few seconds the screen goes dim. Is there any way to keep it alive and bright during the game activity? |
7 | Cocos 2D putting things on the cocos thread or not? We are using Cocos 2D for Android and are unsure if it's a good thing to execute our non ui tasks on the Cocos thread as a way to get the animations in our game to pause. What is the recommended practice? |
7 | Location of drawables Is it possible to get the location of a drawable in Android Studio? Example drawable.getLocationonScreen() I want to use it for collision detection. |
7 | Is it worth planning to be cross platform in mobile game development? Disclaimer my goal is not to use cross platform frameworks like Unity. I am currently planning a mobile game which I intend to first launch on iOS. However, I am wondering if it is better to write everything in Objective C, thus locking the code into the platform, and to do a complete rewrite for other platforms (ie Android). The other option would be to write the game logic in C or C and to only write the code that interfaces with each OS in the preferred language (Objective C( ) or Java). I understand that this must depend on the size of the code base, so what program size should mark the separation? Finally, if I write cross platform code, should I stick to C (since Objective C is a superset of C, making it easy to use C and to use the code samples and because the NDK and the JNI interfaces are more C oriented)? The only advantage I see with C in that case is the fact that it is object oriented and thus it is easier to represent game entities). |
7 | Flash Professional vs FlashBuilder 4.6 for mobile app development From the marketing materials I see online, it seems to me that FlashBuilder 4.6 is a subset of the functionality available in Flash Professional. If I understand correctly, mobile app development target iOS and Android started as a plugin for Flash Pro and has since been made a separate product. But can Flash Pro still do all the multi platform targeting that FlashBuilder 4.6 can do? What other considerations are there between the two applications that are critical to understand for mobile app development? Thanks! |
7 | Really weird peaks when profiling a simple scene with Unity3D I need some help optimizing my game. I have spent last 3 days digging around with no luck. I have noticed really odd results in the unity profiler so, I have created a simple scene with just a cube and a camera, and again, really odd results. Could anybody have a look at this screenshots? You will see some significant peaks that make the frame time too high (30fps sometime or less). Scene hasn't any script, no coliders, no rigid bodies (notice the Physics simulate in one of the shots). Could anybody explain what is happening? PD. Target platform is Android. This are taken from a Nexus 4 device. PD2. Somebody can argue that this is not a real scenario, but I have had this problems in a real game myself and wanted to show a simple example to expose the problem. Thanks in advance. |
7 | Android Action Move when moving between specific screen areas OK so I know how to iterate through the different pointers that are currently touching the screen so I know what the coordinates are of these pointers using the following Code snippet case MotionEvent.ACTION MOVE Count through all the pointers currently touching the screen for(int index 0 index lt event.getPointerCount() index ) Is finger on the left button? If so, then go (or continue going) left if (event.getY(index) gt renderer.leftButton("top") amp amp event.getX(index) lt renderer.leftButton("right")) renderer.setSpritewState('l', true) renderer.setSpriteState('r', false) Or is finger on the right button? If so, then go (or continue going) right else if (event.getY(index) gt renderer.rightButton("top") amp amp event.getX(index) gt renderer.rightButton("left") amp amp event.getX(index) lt renderer.rightButton("right")) renderer.setSpriteState('l', false) renderer.setSpriteState('r', true) break However, this is constantly triggering one of the two conditions I guess as it's picking up minute movement of the finger s. And, more importantly, if there is a finger on each 'button' the sprite goes a bit crazy as each condition fights with the other and constantly flags the sprite to move left and then right etc. What I'm really after is this something like this So, if a finger moves within a specified area, nothing happens as it's counter productive. But if a finger moves from one area to another, then the action is triggered. I'm guessing the code for this would need to save the old position of each of the fingers to compare to the new positions, but I'm not really sure how to go about this. Help would be appreciated. Thanks. |
7 | Drawing and rotating bitmaps (with transparency) efficiently in Android I just started making a game for Android and I'm already having some issues regarding performance. You can imagine the game as being some kind of Tower Defense game with a top view, and the enemies can move in all directions, so I need to be able to make the sprites rotate in all directions. I'm currently using a sprite sheet with transparency for the enemies and using canvas.rotate() to make all the enemies face a given target. When there are 60 enemies on screen, it takes about 25ms to rotate and draw the enemies, but if I remove the rotation part, it takes about 7 ms. In itself, it doesn't seem too bad, but there are going to be many more enemies at once on screen eventually, with projectiles, other entities, etc. and I'm drawing the background tile by tile (around 80 tiles), so that's 80 more bitmaps to draw, although at the moment it's only 4 different bitmaps being drawn multiple times. Here is part of the code that draws and rotates the enemies In the "render" method in a SurfaceView, called in the gameloop for (Enemy enemy level.getListEnemies()) if (enemy.isVisibleInView(level.getCamera(), screenWidth, screenHeight)) enemy.draw(level.getCamera(), level.getAngle(enemy), canvas, paint) Enemy.draw public void draw(Camera camera, float angle, Canvas canvas, Paint paint) float x1 this.getPosX() level.getCamera().getOffSetX() this.getSizeX() 2 float x2 this.getPosX() level.getCamera().getOffSetX() this.getSizeX() 2 float y1 this.getPosY() level.getCamera().getOffSetY() this.getSizeY() 2 float y2 this.getPosY() level.getCamera().getOffSetY() this.getSizeY() 2 Rectangles declared in the constructor, change depending on which frame to draw drawingLocation.set((int) x1, (int) y1, (int) x2, (int) y2) imageSubset.set((int) (frameId getSizeX()), 0, (int) (frameId getSizeX() getSizeX()), (int) getSizeY()) canvas.save() canvas.rotate(angle, x1 sizeX 2, y1 sizeY 2) canvas.drawBitmap(knightAttack, imageSubset, drawingLocation, paint) Heath bars paint.setColor(Color.RED) canvas.drawRect(new Rect((int) x1, (int) (y2) 10, (int) x2 10, (int) y2 14), paint) paint.setColor(Color.GREEN) canvas.drawRect(new Rect((int) x1, (int) (y2) 10, (int) (x1 (((x2 10) x1)) this.currentHealth this.maxHealth), (int) y2 14), paint) canvas.restore() Change frame in the image every SPRITEFRAMELENGTH if(frameCount SPRITEFRAMELENGTH 0) frameId if(frameId gt MAXFRAMEID) frameId 0 frameCount 0 Those times I mentionned earlier are by using SurfaceView.getHolder().setFormat(PixelFormat.RGB 565) And creating the images (once, all the enemies use the same image reference) BitmapFactory.Options op new BitmapFactory.Options() op.inPreferredConfig Bitmap.Config.RGB 565 Bitmap image (Bitmap)BitmapFactory.decodeResource(context.getResources(), imageId, op) if(resizeWidth ! 0 amp amp resizeHeight ! 0) image Bitmap.createScaledBitmap(image, resizeWidth, resizeHeight, true) But I noticed that if I don't specify RGB 565, it is much slower because of transparency, especially for the background, which don't have transparency. What's even weirder is that using RGB 565 works properly on my Galaxy Nexus, but on my friend's S3, some images (with transparency) are not displayed at all. I'm using 4.2.1 and he's on 4.1.1. So, how can I rotate my images more efficiently? Would using OpenGL improve performance a lot or would it be about the same? Is there a better solution? |
7 | Multiplatform game, save game state and resume it on other platform This is for a personal and knowledge acquiring project. I want to create a little TIC TAC TOE multiplatform game, app amp web. The choosen technology for the app will be Android or Flutter and for the web Angular. My doubt is, during a game if the user wants to change from the mobile version to the web version, how to resume or change the game to the web application? What would be the best way to save the game state and load it into the other platform? Having in consideration that the user will play only in one platform at a time, which is the best way to implement this restriction too? Is this as simple and hard at the same time as implementing all controls in both platforms and storing all the data required in the database? |
7 | Make LibGDX game responsive to different phone screen sizes? I've been experimenting with small games to learn design concepts, LibGDX, and Box2D. I am wondering how you would implement "responsiveness," so to say. For example, this is the rendering part of my game and its just drawing to coordinates. https github.com Elsealabs Stacker blob master com elsealabs stacker ScreenGame.java For example I'd like it to look good on Android phones of different resolutions or if the user resizes it on desktop. I am asking about design patterns or practices that would make this possible. Any solutions I can think of seem like they wouldn't scale or would over complicate the game. If you know of any articles or design practices that cover this topic, or have any of your own knowledge, or example LibGDX Java games, I'd love to see them. |
7 | How to get asset folder path in android native activity? I am trying to create a small game with android native activity. I wish to load textures using stb image. I don't know how to get the path to assets folder. Is there any API to get path to apk directory so that I can use that to get textures? Thanks. |
7 | Acceptable sound quality stereo needed for an Android game? I have various simple short sound effects (damage sound, dying sound, thunderbolt, fanfare, breaking) for a game that is developed for Android currently. I use OGG files 96kbps VBR, 44.1KHz, 2 channels (that means stereo, right?). I read the other stackexchange topics about "acceptable sound quality", but they're too general, address too many things. My experience is that even with 80kbps, my effects sound OK. But I tested it on a limited number of Android devices (including a Sony Ericsson Xperia Neo and a HTC Desire HD). My questions For mobile phones and tablets, generally, what parameters are recommended? Won't my 80kbps sounds be bad on a newer device (such as a modern tablet)? I don't hear any difference between stereo and mono (2 channels vs. 1 channel, right?), is there any noticeable difference at all for mobile phones tablets? (in terms of the player experience) May it worth it at all? I assume that stereo sounds take much more in memory (when they're decoded to PCM), despite of the fact that the compressed OGG size is practically the same. Reacting to Roy T.'s great comment Actually, I couldn't measure the PCM size (Android decodes OGG internally), but I thought that stereo will take more space than mono when uncompressed After throwing out one of the WAV channels in Audacity, and re exporting it The new WAV file size is half than before The OGG file size is practically the same as before The sound effects and game music was recorded by my friend who is an experienced hobby musician composer, but he knows little about computers amp software so he just gave me some high quality WAV files generated via his hardware.These were stereo, but if I check them in Audacity, both channels appear to be exactly the same.Can I consider them the same ( moving to mono), or might there be some unnoticeable differences to the human eye? |
7 | OUYA Developer Kit throws various errors on start I followed these instructions for Mac OS X using an existing IDE (shell text editor) instead of the Eclipse ADT thingy. I activated Use Host GPU , and installed Intel HAXM. Installing the ouya framework.apk and ouya launcher.apk appears to go well. But when I start up my AVD there s a dialog box saying Unfortunately, the OUYA Launcher has stopped. , I still get the choice of starting up the OUYA Launcher. When I do so there s another dialog box saying Can t play this video . I skip the controller settings, and then there s a JOIN A WIRELESS NETWORK screen which I can t get past. This is the ODK 1.0.2, and I tried it using both Mac OS X 10.8.3 and 10.7.5. |
7 | How can I save my game state so it can be resumed when my application resumes? I've found that after resuming my game the whole engine is reloaded and application is reinitialized. I want to save engine state and in "onResume," resume the game process from where it left off. I've tried to save the engine (mEngine) and then after resume the game in "onLoadEngine" return saved engine. I think it is a bad solution and it doesn't work anyway. What is the best solution for resuming my game (after the power key was pressed, for example) in AndEngine ? |
7 | Can I use real currency name symbol as an in game currency? Can I use a real currency name (i.e USD, PKR) or symbol ( , Rs.) for my in game currency with the same exchange value as original currency? I couldn't find anything about it in google play store policies neither in government websites. Of course I have other options, I can call it gold or silver etc but I'm just wondering if it is allowed or not. |
7 | Any open source game engines for Android? Is there any open source android gaming engine ? |
7 | How to create a splash (loading) screen in cocos2d for Android? How to create a splash (loading) screen in cocos2d for Android? I need a loading screen that shows my app name and after that the next scene will show automatically. Thanks |
7 | How well does Unity 3d work for both Android and iPhone? First off this question might be a bit broad so I apologize if it is. I am really just looking for peoples experiences and personal knowledge on the subject. I am looking to create a game for both Android and iPhone platform. I know Unity is a great game engine and my question is how well does it work for creating one code base to build for both Android and iPhone platforms? Time is a constraint on this project so I am very interested in how smoothly the process usually is when trying to build both applications and how much custom code must be written for each specific application. Any insite that people have on this topic would be much appreciated thanks. |
7 | Game Loop delay the right way and game speed I am a newbie game developer. I am trying to find a right way to create my game loop. Consider following example. Simple Android Game I have a game with a simple gameplay bouncing ball. I want to have a control of the ball speed. Also I want my game to have the same framerate (framespeed) on all devices. Where the speed logic should be implemented ? In my case I have simple ball object with a velocity vector. I can change the velocity vector properties in order to make my ball move faster or slower, am I right ? The Main Loop. I have read a lot of about this part of a game. I found this article http gameprogrammingpatterns.com game loop.html . And decided to use this code example double previous getCurrentTime() double lag 0.0 while (true) double current getCurrentTime() double elapsed current previous previous current lag elapsed processInput() while (lag gt MS PER UPDATE) update() lag MS PER UPDATE render() I have a lot of questions about this example. I have the similar loop in my game. Override public void run() while (mIsRunning) processGameInput() updateGameState() drawGame() I cannot understand while update() is called while waiting for a constant delay ? Why not the render method ? Maybe I am missing something. Here is how my update for the ball looks like. public void updatePosition() mCenterX mVector.x mCenterY mVector.y As you could see, each time I increase the position of the ball by the value of the velocity vector. But as can guess, in case of using the example from the article, the update method will be called for instance 100 times. And the render method only once per 100 update method calls. So in this case I guess, I the ball will be changing its position lagging. My goal is to control the speed of the ball, for example from 0.1s 2s. How can achieve this ? Please help to understand this topic. Any help would be highly appreciated. |
7 | How do I get and install the Android SDK on my Ubuntu OS? I heard that it would be a lot easier to do java type games and then move on to Android gaming? I AM a total beginning but with motive and I have been reading about it from several sources, including similar questions on this site alone. But I need to know specific things from experienced users. As for getting the SDK and Eclipse on the computer, I'm having trouble with it, I am running Ubuntu btw so exe files are useless. But I have tired terminal use but I kind of failed because I don't think the SDK and Eclipse are installed, just downloaded. Ubuntu users especially, I can use help from you seeing how complicated Ubuntu can be compared to windows "click install" setups. Also if you guys really suggest me learning Java first (which is still a big question cause I don't want to waste time with something I don't want to really use, but getting the feel of gaming is pretty important I know) I am looking at this tutorial http zetcode.com tutorials javaswingtutorial And it talks about using swing toolkit, but idk how to get that exactly, I tried searching. Sorry for the noobness, but gotta start somewhere and I'm new to this site so I'm really hoping you guys can really help me. I want to make simple games to put on the android market, and then advance. So going to the tutorial above, it just kind of starts with giving me coding and whatnot which is fine, just copy it but idk where exactly to do all this on (Swing toolkit?) so I can't even start with that. But really I want help getting this SDK and Eclipse plugins on my computer and then I can continue with this guide www.rbgrn.net content 54 getting started android game development Which is the main guide that I probably should follow, and would be great if some expert skims it a little at least to see if I should start with that guide and skip the java. But again, I'm stuck on the SDK stuff. Sorry for the long questions, I am new and I really want to get out of this beginner stage, it's the worst part. Tank you to all and if you want my facebook or AIM to help me through with IM to at least get this SDK and stuff installed fine with Ubuntu OS, ask please ( |
7 | How do I scale room transition surfaces to fit mobile display? I followed a tutorial on how to add a left swipe room transition, which works very well. My problem is that it won't scale to my Android display. I know that it's being drawn to the GUI layer and I've tried resizing the GUI to the display width and height but I didn't see any changes. It's a really nice effect that I want to get working for my game. Create Event currentframe 0 maxframes 45 persistent true when changing room keep this object alive copy the old room so we can display it on the second room sur oldroom surface create(room width,room height) surface copy(sur oldroom,0,0,application surface) We have recorded what the old room looks like so we can instantly go to the next room. room goto(rm game) Destroy Event surface free(sur newroom) surface free(sur oldroom) Step Event currentframe if (currentframe gt maxframes) instance destroy() The transition has finished so destroy it We are now on the second room so record that room. if (currentframe 2) sur newroom surface create(room width,room height) surface copy(sur newroom,0,0,application surface) Draw GUI Event if (currentframe gt 1) convert the number of frames that have passed into a number between 0 and the room width var slideamount EaseOutQuad(currentframe,0,room width,maxframes) if (surface exists(sur oldroom)) draw surface(sur oldroom, slideamount,0) if (surface exists(sur newroom)) draw surface(sur newroom,room width slideamount,0) I do this to hide the flicker where the next room pops up for 1 frame if (currentframe 1) if (surface exists(sur oldroom)) draw surface(sur oldroom,0,0) I'm using Game Maker Studio 1.4. |
7 | Ground for 2D AndEngine game with physics I am using AndEngine to create a 2D Game for Android platform using Java and AndEngine. I have learned how to use Tiled editor to create tiled maps. The only problem I am having is that I don't know how to place an object such as a character on the ground, and have it count as the ground. How do I go about doing this or what is the best way to do this? |
7 | Getting the height of Keyboard on Android Hi I need to know the height of my keyboard so I can move up some textfield I have in my app. I'm using cocos2D X but the app don't recognize the keyboardWillShow method. Thanks |
7 | Why does my game freeze when I try and display a menu? I make a MenuScene when my Game loads, which grabs some intro text from levelData and displays it and a button to start playing the level. When the MenuScene is created and displayed in onLoadComplete() it's fine. However when I display it again when advancing the level (levelData is loaded with new data and the MenuScene reset) it freezes, showing the game at the point the level was beaten. The menu is not displayed at all. I'm just calling loadIntro() this.mScene.setChildScene(this.mIntroScene, false, true, true) this.mEngine.stop() to display the MenuScene (the same both times, it works the first time but not the second), where loadIntro() is private void loadIntro() this.mIntroScene new MenuScene(this.mCamera) final TextMenuItem intro new TextMenuItem( 1, mFont, levelData.getIntroText()) intro.setBlendFunction(GL10.GL SRC ALPHA, GL10.GL ONE MINUS SRC ALPHA) intro.setSize(400, 150) this.mIntroScene.addMenuItem(intro) final SpriteMenuItem startMenuItem new SpriteMenuItem(MENU START, this.mMenuStartTextureRegion) startMenuItem.setBlendFunction(GL10.GL SRC ALPHA, GL10.GL ONE MINUS SRC ALPHA) this.mIntroScene.addMenuItem(startMenuItem) this.mIntroScene.buildAnimations() this.mIntroScene.setBackgroundEnabled(false) this.mIntroScene.setOnMenuItemClickListener(this) What am I doing wrong? |
7 | How do I handle user input with good class structure architecture for an Android game? How do I handle user input having quot good quot class structure and following normal game architecture ?(see below). At first I didn't think this question was Android specific, although, after seeing a great response in C I would appreciate some insight on this question using Android architecture. Current way I handle input for my Android Game Created controller class that takes X,Y screen events and X,Y character position and returns an int that represents a direction the character should move. Call the controller method in the game's update. Send that direction value to my character update. Character's update calls move (which is also passed this value). Basic switch statement determines the direction my character moves. Getters and setters for the position of the character.(should I have them for this direction also) Is there a better way of handling input? This doesn't feel like the best way. Where does input fit in with class structure and game architecture? I'm going to accept the C answer but I would really like to see a Java answer for Android in the future. D |
7 | Make paid app free for specific user Is it possible for me as an developer owner of my paid app (released on the Google Play market) to unlock its full version for specific user? |
7 | Make a 2D character stop moving and going back when encounter an obstacle I am using a 2d character who is sliding infinite ( huge incrementation of the X or Y value ) when moving. He can only move up, down, left, right inside a virtual grid, made of multiple squares. Now I want to add obstacle to stop his sliding and make him go back to the center of the previous square The obstacles can be of different size and are located in the center of a square, so the collision occurs with the obstacle and NOT when the character enter the square containing this object ! How can I manage to stop the incrementation of X or Y when colliding ? And get the previous value of X or Y for which the character was on the center of the square just before the one containing the obstacle. Thank you everybody ! I am not certain to have the good reasoning. Actually I was thinking about something like that Lets say each square is 5 5 and each square center is at X 5 from the previous square center and X 5 from the next. I was thinking about a loop which is moving the character from 5 on the X axis and checking if there is a collision. If yes, the character goes back to the previous square center, if not, the loop keep going. So assuming that my character is in ( 0 0 ) coordinates and the obstacle is in ( 20 0 ) coordinates ( but not filling the square ), my character will be in ( 5 0), then ( 10 0 ), then ( 15 0 ), then it will collide with the object in ( 18 0 ) ( because the object dont match exactly with the square size, considering the fact that on object can be 3 3 and just drop on a 5 5 square ), and the character will go back to ( 15 0 ). With this reasoning is the movement of my character going to be smooth ( like a slide ) or is it going to be square by square ? if checking the collision BEFORE moving, is my character going to move from ( 15 0 ) to ( 18 0 ) and bounce back to ( 15 0 ) or is it just going to stay in ( 15 0 ) ? because I would like to have my character to move smoothly AND bouncing back when colliding ! Thank you |
7 | Android Synchronizing timers across multiple devices Im writing a turn based multiplayer game that implements a chess timer. When the current players turn starts, all devices start timing for the current player, however, as his turn proceeds, the timers fall out of sync, and at the end of his turn(say for example he took 1 minute to make a move) his time on the other players devices are sometimes up to 10 seconds ahead or behind. I understand theoretically its impossible to time sync devices down to the millisecond, but if i can get it atleast within a second, that will work just fine. I tried the following the try overcome this Sync time across devices at the beginning and end of current players turn. Sync time whilst it is current players turn. Combination of the two. The problem with these attempts is that they cause a lot of flickering on the clock, and, at the end of the turn, when other players see the current players time increasing by 5 10 secs, they feel cheated, and it just doesnt look good. Newbie here so be gentle with your responses ) |
7 | Develop a 2d isometric mobile game on Flash I'm building a game on Flash that will run on web Android iOS. The game is 2d isometric.I heard that developing mobile apps on Flash sucks and the graphics looks just awful.It'd be quite uncomfortable to write code for every platfrom separately.What would you guys recommend stay with Flash or some other platform? By the way,do i need to build the game specially on MAC so that i can later port it on iOS? Thanks |
7 | How do I implement tilt controls that work even when the device is not vertical? I'm using libGDX to develop an Android game. The main character can be moved freely in the 2d plane by tilting the phone. The relevant part of my current implementation looks somewhat like this Vector2 mainCharacter float speedX, speedY public void render(float delta) speedX 0.6f speedX 0.4f Gdx.input.getAccelerometerX() speedY 0.6f speedY 0.4f Gdx.input.getAccelerometerY() mainCharacter.move(speedX, speedY) This simple implementation works quite well as long as the player sits or stands upright. But there are two situations where this approach fails If the player holds his phone almost horizontally (e.g. if he lies in bed, see fig. 1). Neither the computation of speedY nor the computation of speedX works properly in that situation. Inside a moving vehicle. When the vehicle speeds up or slows down, this has a strong impact on the values returned by Gdx.input.getAccelerometerX Y. So my question is Is there anything that can be done to solve these two problems? How can I get satisfying results independent of whether the player is lying, standing or sitting? And is there a reasonable way to reduce the influence that the movement of a vehicle has on the output of the accelerometer? fig. 1 |
7 | Libgdx Hud with two stages I have an app that's currently working with a single stage but i need to add a side display section as a HUD, with scores lives etc on it, so that the HUD is on the left, and the main hand screen on the right. The main game screen will be fixed and will not move around. From researching I've found a couple of solutions. 1 two stages 2 a group with two groups to it, possibly using a horizontalgroup 3 two cameras one stage 4 one stage, one camera, but changing the position of the camera for each set of actors. I think, option 1 is my preference, but i have some questions. Do stages always fill the whole screen, or can i start then where i want? This would make it easier for the right hand screen to calculate positions based on 0,0 of that screen rather than always having to add the width of the HUD on to any calculations. Do i need to work about viewports? Currently I'm not using one (which i think means my stage is set to scaling by default) but nothing looks stretched as a result of this. I don't know much about viewports, but there always seems to be a compromise to be made with them, i.e. black bars top or sides. If I have two stages, do they each have their own camera? Do I need to with about this? Can I possibly aim the right hand camera at an offset so i can still draw things from 0,0 with that being the bottom left corner of the right stage, not the whole screen? Finally, off topic, I am a little confused about spritebatch. I'm not currently using one, because I use a stage. Is that OK, or should i still be using one in conjunction with a stage somehow? And add all my actors to that? |
7 | Sign APK of several games with same or different key? When you choose a key for signing your APK for publishing in GooglePlay, you need to care of this key for the next 25 years if you want to do updates. The key should not be shared with anyone. The key should not be lost. If you do several games, you face the question of having your key DeveloperName and sign all games with it, or have multiple keys like DeveloperName GameOne for one game, DeveloperName GameTwo for another, and so on. Google says here http developer.android.com intl es tools publishing app signing.html that if you sign several APPs with the same key, they may talk to each other. So it seems that having all with one key will allow future interoperability between games easier. Instead, if at some point someone wants to buy you one of your games, but not the other, you don't want to give the keys to the non sold games but still you don't want the buyer to break the update flow. So it seems that having each game with a different key is better. Question 1 What exact benefeits will one have if one signs 2 games with the same key? Is that necessary? Is that worth for future interop between games? Question 2 What is the correct practice for an indie doing several games regarding the signature of them? |
7 | Keeping track of onscreen objects in opengl es on Android In a small game Im working on I was able to implement ray picking with an opensource 3d engine called min3d but I cant figure how to keep track of what object is onscreen. I will some times have upwards of 120 objects to render within my scene and the raypicking is off occasionally. What id like to do is keep track of how many screen objects are within the camera and being rendered onscreen and set a boolean value based on that to add or remove objects from my arraylist I iterate through when the screen touch is registered and the ray picking method goes off. So how can I check for which objects are onscreen and offscreen in opengl es on android. |
7 | Specific Physics Lessons and Reference for Game Development What "Physics stuffs" should I learn in game developments? I'm reading about Verlet Integration, and I'm wondering what other lesson should I learn and if there are available resources can you please provide some link or anything. Thanks. |
7 | How do I get an Android device's screen size in exact pixels? On every single android device emulators from ldpi to xxhdpi, both DisplayMetrics and native JNI EGL return width 320 and height 526. Even on actual HTC ONE mobile it returns something like 320x526. This is annoying. I need to know the exact pixel dimensions of the GL rendering surface framebuffer renderbuffer etc . How can I do that ? From Java activity class I am doing DisplayMetrics metrics getResources().getDisplayMetrics() int widthPixels metrics.widthPixels int heightPixels metrics.heightPixels From the JNI C code I am going following with NO luck (again output Size 320 x 526) int W, H EGLDisplay display eglGetCurrentDisplay() EGLSurface surface eglGetCurrentSurface(EGL READ) eglQuerySurface(display, surface, EGL WIDTH, amp W) eglQuerySurface(display, surface, EGL HEIGHT, amp H) LOGI("JNIGlue.cpp Init EGL Width d", W) LOGI("JNIGlue.cpp Init EGL Height d", H) glGetRenderbufferParameteriv(GL RENDERBUFFER, GL RENDERBUFFER WIDTH, amp W) glGetRenderbufferParameteriv(GL RENDERBUFFER, GL RENDERBUFFER HEIGHT, amp H) LOGI("JNIGlue.cpp Init RB Width d", W) LOGI("JNIGlue.cpp Init RB Height d", H) So how do I get the exact OpenGL rendering surface buffer size ? |
7 | Advantages and disadvantages of libgdx I've been an android developer for a while and am thinking about getting into gaming. While looking for a game dev framework, I thought libgdx provides very friendly documentation and functionality. So I would like to use it if there is no big obstacle. But when I tried to see how many developers employ this library, I could find not that many. Is there anything wrong with this library? In other words, I would like to know its advantages or disadvantages from any experienced developer. UPDATE After reviewing its documentations and trying to build simple games with libgdx, I decided to go with it as its documentations are good enough and its community is very active. What I liked the most is that it provides a bunch of demo games that I can learn a lot from. |
7 | Sprite Animation in Android with OpenGL ES How to do a sprite animation in android using OpenGL ES? What i have done Now I am able to draw a rectangle and apply my texture(Spritesheet) to it What I need to know Now the rectangle shows the whole sprite sheet as a whole How to show a single action from sprite sheet at a time and make the animation It will be very help full if anyone can share any idea's , links to tutorials and suggestions. Advanced Thanks to All |
7 | How to render rounded shape perfectly? I'm having issues rendering rounded shape figures. I have a Texture with different images in it and I get this whale figure from it with TextureRegion but the stroke of it looks pixelated. The original whale image is 357x721 px and the program scalate it up or down depending on the device. And I use TextureFilter to Nearest but it doesn't solve problem as I thought it would. Does someone knows a bit about this issue? texture new Texture(Gdx.files.internal("texturepack nuevo.png")) texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest) pilar new TextureRegion(texture,591,0,357,721) whale 1 new TextureRegion(texture,0,0,591,323) whale 1.flip(false, true) whale 2 new TextureRegion(texture,0,323,591,323) whale 2.flip(false, true) whale 3 new TextureRegion(texture,0,646,591,323) whale 3.flip(false, true) TextureRegion whales whale 1,whale 2,whale 3 whaleAnimation new Animation(0.15f, whales) whaleAnimation.setPlayMode(Animation.PlayMode.LOOP PINGPONG) |
7 | Let a time counter working when an app is closed? Can we let a time counter working even if an app is closed? I would like to add a timer so that we have to wait XX seconds minutes before a building is created in a game. I don't want to use an internet connection, and if the user closes the app and just changes the time on his mobile, I cannot compare the 2 time values before and after. Would you know how to do this? Thanks |
7 | Lua or C in Cococ2d x I am going to use Cocos2d x to make a game for Android and ios, but my question is, do I use the Lua integration or only c , I see Lua useful here because the compilation thing. Or do I use only Lua for the configuration, save data and things in runtime? I don t know if using Lua for the whole game is the right thing Can anyone help me with this question and why use it or not? Thanks |
7 | How can I handle a touch event in cocos2d for Android? How can I handle a touch event in cocos2d for Android? And how to move a sprite using ccTouchesMoved? |
7 | Multiple weapons for android game I am trying to make a 3D game for android using the Rajawali engine to render the 3D graphics and blender for designing my models(exporting as .md2), and I want my character to be able to change weapons, armor, helm, etc. Rendering every possible animation would be too much if I had 10 different weapons, 10 armor and 10 helm, I would have to create 1000 animations with every possible equipment and if I add boots to list it would be even worse. I read somewhere you can use bones for this but in Android, I only get the object itself to work with. Does anyone has an idea how i can solve this? If I make the weapon a different object how do I parent it to my models in my game? |
7 | Image drawing then blackscreen on AVD using cordova I have an issue on my android JS based game, the game displays well for 1 second then total blackscreen. window.requestAnimFrame (function() return window.requestAnimationFrame window.webkitRequestAnimationFrame window.mozRequestAnimationFrame window.oRequestAnimationFrame window.msRequestAnimationFrame function( function callback, DOMElement element) window.setTimeout(callback, 1000 60) )() (function() var game canvas document.getElementById('canvas'), frameWidth 1280, frameHeight 720 game.context game.canvas.getContext('2d'), game.canvas.setAttribute('height', game.frameHeight) game.canvas.setAttribute('width', game.frameWidth) game.screens splash new Image() game.screens.splash.src "src img splash.jpg" render(game) ()) function render(game) game.context.drawImage(game.screens.splash, 0, 0, 1260, 720, 0, 0, 1260, 720) requestAnimFrame(function() render(game) ) The game works well on CocoonJS, I don't have any build error with Cordova. I tried to draw a rectangle instead of the image and it works. I'm really sure it's a drawImage() issue. |
7 | OpenGL 2.0 Android Scrolling Horizontally and Vertically I am new to OpenGL2.0 in Android. How can I scroll the GLSurfaceView both horizontally and vertically? |
7 | What Type of Options should be on the Game Settings Menu? I have seen a post about the main menu options here UI Main Menu options for mobile games. What options should be listed? What do users want to see? But I want to know what kind of options should need to be available on the settings screen. I am making a rather simple 2D game for Android, but really I haven't found many aspects that warrant an options button or a check box besides turning the sound and music on off. I was thinking graphics settings but then again, how many apps really need graphics settings besides immersive 3D ones? |
7 | Bloom does not work for Mobile Unity I've added the Mobile Bloom shader to the camera and I have Emissive HDR objects in my scene and I've set the graphics quality to the highest. I do not have anti aliasing enabled but the bloom effect only appears in the editor play mode and not on my android mobile device. If anybody could tell me all the setting I have to check or post screenshots of a working setup it would be very helpful. Thanks. |
7 | AndEngine Box2d game I'm developing a 2d survival shooter using Box2d extension and I've got some questions I have two AnalogOnScreenControls. Their listeners modify both sprites and bodies. I receive TouchEventPool was exhausted and as their number grows the game crashes accidently. I've tried to put the modification of the bodies and sprites on the UpdateThread but that does not solve the problem. What could be the cause? I have a class that at the beginnig of the game loads all the textures. After I relaunch the game activity several times I receive Unable to find Phys Addr for and "green color" interface. But that doesn't happen if I clear the memory manually through the Task Manager before relaunch What could be the cause? I unload my atlas at the end of the game. The game sometimes crashes at start with NullPointerException in onResumeGame. The solution suggested is to set android configChanges "orientation screenSize" but my device is API 10 so it doesn't have screenSize property and orientation only does not seem to help, because the game starts in portrait mode at times (though landscape is set in the code) |
7 | How should I store a Game Database on Android? I'm looking at creating a game for Android and while I have most of the ins and outs worked out, the one thing I'm struggling with is how to store data for the game. Ultimately, the game will be based off of a lot of pre defined data and statistics so the obvious choice to me would be something like SQLite, but as I'm pretty new to the realm of Android and Game Development, I'm not 100 certain if this is the right route to follow. The data will be general pre defined data as well as player data (along the lines of careers stats what place finished, etc). I was wondering if there was a better best practice solution that wasn't SQLite and that would provide said functionality and if so, could you point me in the right direction? |
7 | LibGDX music doesn't play anymore after x times In my App I added two sounds, the first is played when the gamescreen start the second when the game is going to game Over screen. Everything works fine but after about 12 13 games the second sound isn't played and until the player close completly the app and open it again every sound isn't played. How to solve? Errors 05 24 09 04 29.773 5571 5585 E AudioTrack AudioFlinger could not create track, status 12 05 24 09 04 29.773 5571 5585 E SoundPool Error creating AudioTrack 05 24 09 04 32.421 5571 5585 E MediaPlayer error ( 19, 0) 05 24 09 04 32.421 5571 5571 E MediaPlayer Error ( 19,0) |
7 | Opengl ES 2.0 Is there a way to use less resources to draw in game background texture 1.Should my in game background be drawn with my game loop renderer, or if 2.I don't want to draw my background image every frame in my main renderer since it could possibly be a heavy job while the game loop is running. Do I need to use a separate thread or some other method to achieve this? FYI, the background should be able to scale and translate with zooming function, it should be flexible. |
7 | How to use the actions of the actors in libgdx? I'd like to know if someone has already used Actions in the actors, and how to use them. I don't know how. I want to rotate an Actor. |
7 | libgdx setOrigin and setPosition not working as expected? I create a camera camera new OrthographicCamera(5.0f, 5.0f h w) Create a sprite ballTexture new Texture(Gdx.files.internal("data ball.png")) ballTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear) TextureRegion region new TextureRegion(ballTexture, 0, 0, ballTexture.getWidth(), ballTexture.getHeight()) ball new Sprite(region) Set the origin, size, and position ball.setOrigin(ball.getWidth() 2,ball.getHeight() 2) ball.setSize(0.5f, 0.5f ball.getHeight() ball.getWidth()) ball.setPosition(0.0f, 0.0f) Then render it batch.setProjectionMatrix(camera.combined) batch.begin() ball.draw(batch) batch.end() But when I render it, the bottom left of my ball sprite is at (0, 0), not the center of it, as I would expect it to be because I set the origin to the center of the sprite. What am I missing? |
7 | Android multiplayer via bluetooth How do I transfer game commands between 2 android devices via bluetooth first of all is possible to do this??If possible then someone please help in doing so.Thank u |
7 | ARCore Differentiate between two planes detected in adjacent vertical walls in the room I'm working on Vertical plane detection. When I'm pointing at wall 1 of my room, plane1 here is the vertical plane detected in wall 1... I'm recording the quaternion via this formula val quat Quaternion(plane1.centerPose.qx(), plane1.centerPose.qy(), plane1.centerPose.qz(), plane1.centerPose.qw()) Now, when I point my phone to the other wall (adjacent) of my room and check its rotation, I get the same values, I assumed this is the world rotation. Let me know if I'm wrong. Is there any other way where I could differentiate between vertical planes detected in adjacent walls I'm using this to loop through the detected planes for (plane1 in frame.getUpdatedTrackables(Plane class.java)) if (plane1.trackingState TrackingState.TRACKING) val type Plane.Type plane1.type if (type Plane.Type.VERTICAL) |
7 | How can I change width of sprite Dynamically? I want to change width of sprite dynamically but i can't perform it.!! Here i want to change only my white sprite i want to use these type of facility in my game in using AndEngine I want to display life of player |
7 | OBJ Model not being rendered properly in OpenGL ES 2 android app I have an Android OpenGL ES 2 app that loads an .OBJ model using Assimp and renders the same. The vertices data is stored in a object declared like this class CGameObject public struct Mesh std string Name Name of Mesh std vector lt float gt vertices vertices of Mesh GLuint m vbo TODO Add TEXTURE and MATERIAL support ... Set various Matrices cameraX 3.0f cameraY 3.0f cameraZ 5.0f Camera View matrix View glm lookAt( glm vec3(cameraX, cameraY, cameraZ), Camera position glm vec3(0, 0, 0), Pointing at glm vec3(0, 1, 0) Angle ) aspect (float) width height Projection Matrix Projection glm perspective(45.0f, aspect, 0.1f, 10000.0f) glm mat4 Model glm translate(mat4(1.0), glm vec3(0.0f, 0.0f, 0.0f)) MVP Projection View Model Rendering function void GLEngine DrawFrame() glClear(GL DEPTH BUFFER BIT GL COLOR BUFFER BIT) glClearColor(0.0f, 0.0f, 0.0f, 1.0f) glUseProgram(programObject) Draw of VBO BEGIN for (GameObjects iterator i gObjects.begin() i ! gObjects.end() i) CGameObject pObj i for (int x 0 x lt pObj gt Meshes.size() x ) glUniformMatrix4fv(MatrixID, 1, GL FALSE, amp MVP 0 0 ) bind VBO you want to draw glBindBuffer(GL ARRAY BUFFER, pObj gt Meshes x gt m vbo) glEnableVertexAttribArray(gvPositionHandle) glVertexAttribPointer(gvPositionHandle, 3, GL FLOAT, GL FALSE, 0, 0) if (x 0) glVertexAttrib3f(gvColorHandle, 0.0f, 0.0f, 1.0f) UcheckGLError("glVertexAttrib3f") else glVertexAttrib3f(gvColorHandle, 0.0f, 1.0f, 0.0f) UcheckGLError("glVertexAttrib3f") glEnableVertexAttribArray(gvColorHandle) My app crashes if I uncomment this line . .. any reasons why ? UcheckGLError("glEnableVertexAttribArray") glDrawArrays(GL TRIANGLES, 0, pObj gt Meshes x gt vertices.size()) unbind VBO glBindBuffer(GL ARRAY BUFFER, 0) Draw of VBO END unbind program glUseProgram(0) source for shaders vertex shader attribute vec3 in Position uniform mat4 MVP attribute vec3 in Color varying vec4 fColor void main(void) vec4 v vec4(in Position, 1.0) gl Position MVP v fColor vec4(in Color, 1.0) Fragment shader varying vec4 fColor void main() gl FragColor vec4(1.0, 0.0, 0.0, 1.0) gl FragColor fColor But the results is not what I expect. Expected What I get Loading of the Assimp model is provided in this question https gamedev.stackexchange.com questions 85808 problem rendering simple obj model using assimp in android app |
7 | Android AndEngine creating a body behind the sprite exactly I am using AndEngine for Android. I created a body, but it is not behind the sprite as I wanted. Body.setTransform(Sprite.getX() 32, Sprite.getY() 32, 0) This is what I am currently using and this is how it appears. My body is the white circular borders, and my sprite is the red circle. and When I remove 32 from the code the body doesn't even appear. Extra code FIXTURE DEF PhysicsFactory.createFixtureDef( 1, density 0.75f, elasticity 0.5f, friction false) isSensor the Body Body PhysicsFactory.createCircleBody(this.physicsWorld, Sprite, BodyType.KinematicBody, this.FIXTURE DEF) Body.setUserData("eSprite") this.physicsWorld.registerPhysicsConnector(new PhysicsConnector(Sprite, Body, true, true) my sprite is 65px .. |
7 | How to implement a Play As Guest feature on a mobile device using PhoneGap? I have a Facebook Web Game that I converted to Android and iOS using PhoneGap. I can use Facebook for authentication on my mobile apps, but I would also like to allow the user to play as a guest. I've seen various games implement this workflow before and I'm curious how it is actually done. What unique identifier is the phone sending to the server to authenticate against? Does each phone have something unique about it that PhoneGap can expose via a plugin? Does anyone know the logic behind the "Play As Guest" feature many mobile games implement? Thanks! |
7 | Creating offline multiplayer Android games with Unity Is it possible to create offline multiplayer Android games with Unity (played over bluetooth wi fi)? If so, then I would like to create a 2 player game prototype, containing a single room (empty cube) with 2 cubes (3rd person controllers) each controlled by one player. The cubes can be moved about as their owners (players) wish. Any movement made by any of the 2 players can be seen in realtime in the other player's display. How do I achieve this? P.S. I know some basics of Unity. I have already created a small hack amp slash game in Unity (PC standalone). I am new to Unity Android, though. |
7 | Is it possible to use SFML with the Android NDK? I've started using SFML recently and I absolutely love it. I'd like to make games that could be ported to android, linux, mac and windows, but it seems that SFML lacks portability. I've searched for a while and I've only found unrelated or unanswered questions on forums. Does anyone know of any way to use SFML with the android NDK or any plans to support it in the future? |
7 | Technique to have screen independent grid based puzzle with sprite animation let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. Puzzle grid of 8 x 10 Environment double width 0.8 double height 1.0 Location of Sprite at coordinate (1, 1) Sprite double posX 0.1 double posY 0.1 double width 0.1 double height 0.1 scale PYSICAL SCREEN SIZE drawBitmap ( sprite image, sprite image rect, new Rect(sprite.posX Scale, sprite.posY Scale, (sprite.posX sprite.width) Scale, (sprite.posY sprite.Height) Scale), paint ) 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out? |
7 | How to take advantage of multiple core GPUs I'm interested in developing for the new Nexus 7 tablet when it finally arrives. I've done a little OpenGL development for Android but I'm not sure what I have to do to take advantage of the 12 core GPU on the Nexus 7. Does OpenGL take advantage of the cores for you (in some all cases) if not, how do I specify which core does what, synchronize between them etc? |
7 | What's wrong with this Open GL ES 2.0. Shader? I just can't understand this. The code works perfectly on the emulator(Which is supposed to give more problems than phones ), but when I try it on a LG E610 it doesn't compile the vertex shader. This is my log error(Which contains the shader code as well) EDITED Shader uniform mat4 u Matrix uniform int u XSpritePos uniform int u YSpritePos uniform float u XDisplacement uniform float u YDisplacement attribute vec4 a Position attribute vec2 a TextureCoordinates varying vec2 v TextureCoordinates void main() v TextureCoordinates.x (a TextureCoordinates.x u XSpritePos) u XDisplacement v TextureCoordinates.y (a TextureCoordinates.y u YSpritePos) u YDisplacement gl Position u Matrix a Position Log reports this before loading compiling shader 11 05 18 46 25.579 D memalloc(1649) dev pmem Mapped buffer base 0x51984000 size 5570560 offset 4956160 fd 46 11 05 18 46 25.629 D memalloc(1649) dev pmem Mapped buffer base 0x5218d000 size 5836800 offset 5570560 fd 49 Maybe it has something to do with that men alloc? The phone is also giving a constant error while plugged ERROR FBIOGET ESDCHECKLOOP fail, from msm7627a.gralloc Edited "InfoLog " refers to glGetShaderInfoLog, and it's returning nothing. Since I removed the log in a previous edit I will just say i'm looking for feedback on compiling shaders. Solution More questions Ok, the problem seems to be that either ints are not working(generally speaking) or that you can't mix floats with ints. That brings to me the question, why on earth glGetShaderInfoLog is returning nothing? Shouldn't it tell me something is wrong on those lines? It surely does when I misspell something. I solved by turning everything into floats, but If someone can add some light into this, It would be appreciated. Thanks. |
7 | AndEngine drawing 2D tiled game field I'm in process of developing simple android puzzle game. I decided to choose andEngine as an engine for my game. In my game I have a gameField array, which represents a game field, where each element is a cell of game level and consists of a type of the cell (for ex. FLOOR of WALL). During the game, state of cell can be changed (for ex. DOOR CLOSED changed to DOOR OPENED), but it happens rarely, almost all the elements of gameField don't change. I tried to implement that by adding repaint method to updateHandler, which would paint sprites for each cell every tick. But I wonder wouldn't be that approach a wasting of memory and processor time? What is the best practise for doing that? |
7 | How do I "reset" the color in OpenGl ES 1.0 1.1? In my 2D game I use glColor4f() to set the color and draw my screen border rectangles but when I try to start drawing my game objects, made up of a texture on a rectangular "quad", using GL10.GL TEXTURE 2D, GL10.GL VERTEX ARRAY and GL10.GL TEXTURE COORD ARRAY no GL10.GL COLOR ARRAY, it uses the "current color" from glColor4f(). My question is what do I need to set reset in OpenGl ES to re enable it to use the colors from the texture when I try to draw them? If I comment out the border drawing, so glColor4f() never gets called, the colors are fine. I'm not using double buffering. I read that once you set the color with glColor4f() it stays set, unless you possibly use glPushAttrib(GL CURRENT BIT), but I heard that that's expensive, time wise. |
7 | How can I refer to Android assets in other directories? My project was initially not meant for Android, and its assets are organised along the following directory structure (I hope the ASCII art renders reasonably well) engine src enginefile1.cpp ... textures texture1.tex ... game src gamefile1.cpp ... textures gametexture1.tex ... ios various iOS specific files android build.xml AndroidManifest.xml jni Android.mk assets other Android specific files othergame My game android jni directory is almost empty because Android.mk points to the relative paths of the source files in engine src and game src. Actually, it even includes the proper Makefiles so that I never have to modify Android.mk when I add or remove a source file to the project. Both engine and game provide assets that need to be shipped with the Android build. I would like build.xml to refer to these assets without having to manually copy them. A rule that copies the assets at build time then deletes them would be acceptable, but of course I would prefer a zero copy solution. Does this make sense? How did others solve this cross platform build problem? |
7 | How do I create an in app update for a mobile game? I'm researching how to make an in app update on mobile game. When there is a hotfix, or an update, I don't want users to have to go to Play store, or App Store to update, but rather for them to update inside the game (like in Clash of Clans). I want to do this because Apple takes too much time for reviewing. I found https ionic.io, they use Cordova to embebed HTML inside. We can do live update, rollback to old version with a click. This is pretty suitable for normal app, but for game, the performance is not great. How can I create an in app update like this? |
7 | Having trouble going from the menu I created w Android normally to my LibGDX game file So I wanted to use Android Studio to create the menu for my game so I created a button with an onClick method that included the Intent i and startActivity(i) but when I clicked the button the app would just crash on me |
7 | Sprite drag drop andengine How to drag an andEngine sprite anywhere on the phone screen? I have written this code in onAreaTouched function of IOnAreaTouchListener interface which is implemented in my activity, but its not working public boolean onAreaTouched(TouchEvent pSceneTouchEvent, ITouchArea pTouchArea, float pTouchAreaLocalX, float pTouchAreaLocalY) TODO Auto generated method stub Log.v(TAG,"Sprite Touched ") secondSprite new Sprite( CAMERA WIDTH 2, CAMERA HEIGHT 2, playerTextureRegion, this.getVertexBufferObjectManager()) Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) secondSprite.setPosition(pSceneTouchEvent.getX(), pSceneTouchEvent.getY()) System.out.println(String.format("spriteB fx f", pSceneTouchEvent.getX(), pSceneTouchEvent.getY())) return true scene.registerTouchArea(secondSprite) return true |
7 | LibGDX Android Textures reload other textures, and transparent images get black backgrounds Pictures I have very strange problems with my LibGDX Game in Android The problem is that sometimes the textures get black backgrounds when they should be transparent, and sometimes when I remove the texture, or press the back button, the textures get replaced with other textures that I have. To clarify I'm using x texture to show the status of health. I'm using three x textures to show how many lives the player got, and when I lose health, and remove one texture, the x texture get replaced with y or z texture, or the remaining x textures get black backgrounds. Sometimes it works flawlessly, and the x texture gets removed, and the backgrounds are still transparent. I'm loading my textures via an AssetManager, and just load them on create(). In my render I use this Gdx.gl.glClearColor(1, 1, 1, 1) Gdx.gl.glClear(GL20.GL COLOR BUFFER BIT) Gdx.gl.glBlendFunc(GL20.GL SRC ALPHA, GL20.GL ONE MINUS SRC ALPHA) batch.enableBlending() batch.begin() for (Entity life LifeEntities) life.render(batch) batch.end() I'm also using this in my Launcher Class. AndroidApplicationConfiguration cfg new AndroidApplicationConfiguration() cfg.r cfg.g cfg.b cfg.a 8 MainGame myGame new MainGame(arrayName) initialize(myGame, cfg) I do dispose the textures also. I have looked up on google and on gamedev about this problem, but all the questions are for problems when the transparent always have black background, not when it is something that happens like a bug. Any suggestions on where the problem could be? Thanks a lot, if you need more code, please let me know. Pictures of the problem |
7 | Android Swipe In Unity 3D World with AR I am working on an AR application using Unity3D and the Vuforia SDK for Android. The way the application works is a when the designated image(a frame marker in our case) is recognized by the camera, a 3D island is rendered at that spot. Currently I am able to detect when which objects are touched on the model by raycasting. I also am able to successfully detect a swipe using this code if (Input.touchCount gt 0) Touch touch Input.touches 0 switch (touch.phase) case TouchPhase.Began couldBeSwipe true startPos touch.position startTime Time.time break case TouchPhase.Moved if (Mathf.Abs(touch.position.y startPos.y) gt comfortZoneY) couldBeSwipe false track points here for raycast if it is swipe break case TouchPhase.Stationary couldBeSwipe false break case TouchPhase.Ended float swipeTime Time.time startTime float swipeDist (touch.position startPos).magnitude if (couldBeSwipe amp amp (swipeTime lt maxSwipeTime) amp amp (swipeDist gt minSwipeDist)) It's a swiiiiiiiiiiiipe! float swipeDirection Mathf.Sign(touch.position.y startPos.y) Do something here in reaction to the swipe. swipeCounter.IncrementCounter() break touchInfo.SetTouchInfo (Time.time startTime,(touch.position startPos).magnitude,Mathf.Abs (touch.position.y startPos.y)) Thanks to andeeeee for the logic. But I want to have some interaction in the 3D world based on the swipe on the screen. I.E. If the user swipes over unoccluded enemies, they die. My first thought was to track all the points in the moved TouchPhase, and then if it is a swipe raycast into all those points and kill any enemy that is hit. Is there a better way to do this? What is the best approach? Thanks for the help! |
7 | How do I correctly destroy a MobFox ad? Is anyone here using MobFox to display their Android app's ads? I was previously using the AdMob SDK but recently switched to MobFox and while it only took a short time to integrate it, there are a few outstanding issues which I can't work out. With the AdMob SDK, in my onDestroy method, I would have this line adView.destroy() However, I've looked through MobFox but I can't see an equivalent, am I missing something?! (there is all the usual pause() , resume methods etc..... just can't find a destroy() method) |
7 | How should I control leveling up in a knowledge skill testing game? I have developed a game that tests the knowledge and skills in a series of short quiz like games. Players have to move from Level 1 to Level 16 (with Level 4, 8 and 12 as major milestones BANDS). The Difficulty level of game questions increases at each level. The level progression is currently based on 'POINTS'. Points in turn are based on Correct responses, faster responses, Wins, Completion etc. Points continue to increase for a user irrespective of Win Loss (the duration of completing the levels varies) The challenge I foresee is 'every user can progress to Level 16' if he keeps on playing the game long enough (irrespective of whether he has acquired the skill knowledge for the next level). I am looking for a simple to understand progression rule(s) that would make lower skilled players remain longer in that BAND before progressing to the next level and BAND. What are some best practices in Level progression that I can refer to for overcoming this issue. Thanks, |
7 | Application stops working when I add two fonts I created a game that has two fonts. Being precise, the two fonts are PRESS START 2P with the difference only in size. One of the fonts serves to write the title and the other for all other things. The problem occurs after building the application (apk). As it is a special font I click on the option quot copy to project quot for it to be exported to the cell phone. Image of the two fonts A detail is that the program does not recognize the original source directory, so I need to copy the source to the desktop to be able to copy it to the project. Image demonstrating the problem Adding any of the fonts (alone), the game works. The problem happens when I add the second font. Before posting here, I posted on the official engine forum, but I still haven't gotten any response. LINK https forum.yoyogames.com index.php?threads application does not work when i export 2nd font.83968 |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.