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7

While this depends on the country in which you are publishing, as not all countries will have the same copyright laws/regulations, copyright is implicit. There is nothing to register specifically to mark it as copyright unlike a patent which has to be applied for. The difficulty comes in asserting your copyright. In the event that someone does infringe your ...


3

Change your thought process from "Moving 7 units" to "Applying a velocity of 7 units" and you can come up with something like: velocity.Y = -7; position.Y += velocity.Y; Now if we take this and we want to apply acceleration every frame we can simply update the velocity every frame. accelerationRate = 2; //arbitrarily picked - no significance velocity.Y = ...


3

Check your Unity Preferences / External Tools / Android SDK Location, according to the Unity docs regarding Android SDK Setup. Check your Build Settings (it's important to check that you've added all the scenes and the starting scene at the beginning) Write down the name of the apk file and click save You should see a new window for showing the building ...


3

Unity Remote exists for this purpose. Quoting their description: Unity Remote is an application that allows you to use your target device as a remote control for your project in Unity editor. This is useful during development since it is much quicker to test your project in the editor with remote control than to build and deploy it to the device ...


2

On of the major reason your code is slow is because you load your bitmap every time you render your game. Try putting this line in an initialization function: ... Bitmap bitmap; protected void init() { bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.menu_bg); } ... protected void onDraw() { //Set Rectangle Size and Coordinates ...


1

For most games, most of the game logic should be done on the server to avoid cheating. However, in games like chess which are turn-based, have no information hiding and no randomness, this is something different. There is just no way to break the rules of chess without the other party being able to notice. This means that it is sufficient in this case to ...


1

You should use BitmapFont.drawWrapped. public BitmapFont.TextBounds drawWrapped(Batch batch, java.lang.CharSequence str, float x, float y, float wrapWidth) All you need to do is set the wrapWidth variable as ...


1

position.y -= 7f; change 7f to a variable var fallspeed = 7.0f; position.y -= fallspeed; increase the fallspeed every update var fallspeed = 7.0f; var gravity = 5.0f; position.y -= fallspeed; fallspeed += gravity; This creates a linear acceleration. Gravity on the other hand isnt linear, so you might wanna try something like this var fallspeed = ...


1

If the player is afk and the phone goes to sleep, there is no reason to keep him connected at all. Maintaining a connection will drain the player's battery and place additional stress on your servers, both for no benefit, since the player isn't using the game anyway. This means higher costs for you and (potentially) negative reviews for your game. Instead, ...


1

You are going to have background rendered either way. OpenGL redraws the whole frame each time. So what does it matter for performance where are you drawing it from? :) It does not matter, unless you are doing some heavy computations to generate the background on CPU. What you probably do is just updating the background location each frame (position, ...


1

Instead of mPointer.stopRotation() you need to gradually apply negative acceleration (torque) to get to your desired point. So, you have currentPoint, targetPoint and currentSpeed (I will measure all of them in grades as I guess that's also how you do it - for currentSpeed grades/second). The distance in grades that the wheel must travel from currentPoint ...


1

You can register an IUpdateHandler that tracks the total amount of elapsed time by accumulating the value in pSecondsElapsed and then only executing your action if the accumulated time is less than 5 seconds. Also track the elapsed time in a delay counter to execute a timer action every 1 seconds. For example public interface TimerAction { void ...


1

Don,t do any thing just set the scale of the font and it will work for all type of device font.setScale( .9f,.9f);


1

According to the Wiki the Content Pipeline for Android requires different steps and it seems does not yet work with MonoGame's own content project. However it seems parts are already working (a bit). So a possible work around is to import the FBX model without textures, but including texture coordinates (UV's) and load the texture separately. Then apply the ...


1

Since Unity 4.2 there is a class called Androidjavaproxy which can do exactly what you are looking for. This class can implements any Java interface in Unity.



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