Hot answers tagged android
13
Sounds like the scaling algorithm you're using isn't interpolating pixels.
Pictures are best explained with pictures:
It's the Major, first in full, then scaled down with Lanczos (left) and nearest-pixel (a.k.a. no interpolation) (right) to two sizes.
The same comparison, in 3x magnified:
Make sure the scaling you're using is resampling sensibly. For ...
12
Pools are used when the number of objects will fluctuate dramatically and are used to reduce the amount of memory allocation and garbage collecting.
Using a pool the standard new Object() which allocates new memory is replaced with pulling an already allocated object from the pool. This is much faster even if you go though and reset every variable in the ...
4
You could develop your own SOAP or REST API, host it on a website and have your apps connect to that. You'd have full control over it and wouldn't have to pay for anything (other than hosting, of course). There is more of a development cost up front than using some kind of pre-built package, but you have the control to scale as you need to and make the API ...
4
The lowest framerate you can get away with depends on the game.
In chess, a still image is just fine until someone makes a move! In a fast-paced FPS, you'll typically want >30 frames per second.
This comparison of an animation at 15, 30 and 60 frames/second should give you a rough idea, but it's best just to try it out -- every game is different.
4
You are essentially creating 3 coordinate systems when you only need 2.
The coordinate system for your grid is 0 to 800.
Your "real" space is a normalized position from 0 to 1.0.
And your "screen" space is measured from 0 to whatever your pixel width is.
You will always need to convert between some kind of world coordinate system and screen space in order ...
3
I would combine the platform tiles into a single platform entity.
For example, say you take the 3 tiles from the pictures and combine them into a single entity, your entity would have a collision box of:
Left = box1.left
Right = box3.right
Top = box1.top
Bottom = box1.bottom
Using that for collision will give you the y as the least penetrating axis ...
3
Well, the first thing you need to do is ensure that the game in question is legal in your jurisdiction, and whatever jurisdictions you plan to market it in:
Gambling is often heavily regulated, and I'm not sure if PayPal allows it at all.
As for the technical details, what you want to have is a client-server application, to prevent fraud.
The server ...
3
As mentioned in the comments, you could spawn the enemies with negative y-coordinates. However, if for some reason you can't do that, you can instead have a "game screen" that is bigger than the size of the view screen. Just render the center part of this game screen, and spawn enemies on the non-rendered outer edges of the game screen.
3
That's a very unfortunate situation you're into.
The only legal way I know to do what you want, is to find a publisher to manage the publishing for you. In Japan there's DeNA and GREE, but I'm sure there are lots of companies who would be willing to make business with you if you google something like "Android game publisher".
Most likely, they would be ...
2
Pretty simple, there are two candidate solutions, one where the full width is used and one where the full height is used, you must always pick the smaller of those:
widthToUse = Math.min(screenWidth, screenHeight * ratio)
heightToUse = Math.min(screenHeight, screenWidth / ratio)
offsetX = (screenWidth - widthToUse) / 2
offsetY = (screenHeight - heightToUse) ...
2
One option is messaging and event handling. This basically works by setting up objects that "listen" for when the appropriate message is sent out and do something (like playing a noise or even handling game logic) when they receive it.
So essentially you would have a sound listener object that would be in charge of playing sounds. When the action happens ...
2
Unity is an engine, Eclipse is an IDE. They're fundamentally different things. In particular, Unity expects you to write most of your code in their scripting languages.
The exception to that rule that Unity provides is their plugin architecture. It's supported in Unity Pro. You can find more documentation on that here: ...
1
You could probably benefit of a data driven approach.
I'm assuming the premisse that every card might have one or more associated effects, or it can just have some stats and no special effect, something like M:tG.
You can create the effects each on it own class and probably use a factory to generate them as the cards are instantiated. The more generic the ...
1
OK, my lack of understanding of Paint objects and how filtering works let me to make some incorrect assumptions about how straight forward this might be.
I have figured it out in the end anyway.
To do additive blending you need grey scale images that represent each channel of colour: alpha, red, green and blue.
Gimp has the functionality to separate ...
1
during my experiments with HTML5 canvas and AABB I found exactly what you are experiencing. This did happen when I attempted to make a platform from adjacent boxes of 32x32 pixels.
Solutions I attempted by order of my personal preference
1 - Divide movements by axis
My current one, and I think I will continue my game with it. But be sure to check what I ...
1
Giving it away for free to a SMALL(ER) ammount of people. Using the Redeem code option over on the Appstore, you can give payed versions of the game for free. But it will work slower / have effect on a smaller group of people, I'd go with another technique which is widely used.
Distribute it and do the following:
Add a pop up - Rate us after 15+ minutes ...
1
There is a one application called Andaired which will help you to convert your Flash game into mobile Android game, self-signed and ready for publishing on Google Play.
It wraps Adobe AIR SDK tools and you no longer need to mess up with command lines.
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