I was wondering, I used the right directory of the image file and name as well for the app. Strangely, I got an error on this result after I run the app and rendering an image whose image length and ...
I see lots of games with smooth edges characters and high res images, however when I try to reduce images to say 64x64 for my character I just get a pixelated mess. even if I start with a 64x64 canvas ...
Is there a way to setup an Android game project with a large assets during development to allow for fast testing/iteration?
I'm working on an Android port of an iOS game at the moment. I am using the Android NDK only (android_native_app_glue) in Eclipse (CDT + ADT). I am using the Android emulator, API 15 (but we are ...
I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been ...
I'm developing an Android game. Basically I want to pre-load all graphics/sounds when the app is first loaded. But I also would like to show a progress bar as this is happening. Here is a snippet ...
What is the best approach to designing an AssestManager that will hold references to graphics, sounds, etc. of a game? Should these assets be stored in a key/value Map pair? I.e. I ask for ...
Do I just need to be creating instances of all of my graphics into memory that are loaded from file? What is the best way to handle this? Do I just need some sort of assets manager that creates ...