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Expanding on @craftworkgames comment, there's a xamarin guide on publishing. Essentially, the steps are: Compile for release (Disable debugging and build in release mode) Create a private key (This is so you can sign the APK) Zipalign the APK (This is for optimizations with Android) After this, you have to jump through various google hoops to get it on ...


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In the case of flapper, if centered, the 16:9 aspect ratio would give a 16.666% bonus vision ahead. If this isn't an issue just crop it down for 4:3, penalizing those players a tiny bit. You can also scale the obstacle sizes & movement speed to match the aspect ratios while keeping pixels square (complicated). Otherwise "borders" for 4:3 are an ...


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You need to implement/find something that can load the model data into verts/normals/uvs. etc. Use something like blender to convert the format into the format of your choice.


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Yet having these 3500 sleeping static bodies degrades performance to such a degree that even when running the game on my MacBook Pro 2012 in a Genymotion emulator, I get about 5 FPS. As Anko said in his comment, you shouldn't be guessing about whether this is Box2D or rendering or something else. Measure what's taking all the frame time. Use a profiler ...


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If you are starting to develop your adventure game, you probably have a great story, graphics, music... Sometimes it may be a good idea to try some free engines and editors just to get an idea how they work - and use them as an inspiration. Or use them for your project, of course. I mean for example something like GameStylus, which is a specialized on-line ...


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It sounds like the problem you're encountering is due to a bug or implementation error in the GCM plugin you're using. If your app throws an error when it recieves a GCM notification while not active, that means that it's having an issue displaying the message correctly. I see that the plugin was recently updated, so perhaps the latest version will solve ...


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Not sure about doing it with JNI/C++ but in Java I just query the GLSurfaceView for it's size with surface.getWidth() and surface.getHeight(). This provides the exact pixel dimensions of the view/surface.


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A good way to achieve this is using Preferences. Follow this tutorial for more information. Good luck.


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The reason is due to a bug in the driver (or an overlooked gotcha in the GLSL language?). Your vertex shader uses some of the struct members, your fragment shader uses a different set of the struct members, and the drivers ends up creating 2 different types by independently eliminating the unused uniforms from the struct type in both shaders which cause them ...


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MD2 files are just mesh frame arrays. There is no skeleton. Actions are just mesh frame sequences in the array. You can copy the character's md2 file for each weapon. Carefully replace the character mesh with a positioned weapon mesh for each action sequence frame. While labor intensive, this approach allows you to give the weapon movement much more ...


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Seems like this is a issue with most game developers. Similar issue "I'be often heard that phonegap wasn't the best choice when wanting to make canvas game. It's more adapted to web app to native." It seems to be rendering issue capabilities for android phones. There are some engines that can not handle more sprites rendering. I know 10 objects are easy to ...


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When drawing 2D over 3D you don't need to apply view matrix. You only need to apply the orthographic projection. Applying the view matrix dones't work because it changes the position and rotation of the objects relative to the camera you don't want that.


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First ensure that your Actors are able to report their bounds: public class Enemy extends Actor { Rectangle bounds; public Enemy() { bounds=new Rectangle((int)getX(), (int)getY(), (int)getWidth(), (int)getHeight()); } public Rectangle getBounds() { return bounds; } private void setXY(float pX,float pY) { ...


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As long as I understand it, You can convert an Actions script 2 .swf, if it is predefined for the size of a mobile device, so it would fit in the mobile screen. But if you have to use the mobile interaction like touch, slash, etc, You'll have to do it from scratch on action script 3.


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This is a major bug in Unity. For those who are stumbling here trying to find a solution, a very awesome gentlemen posted a fix over here at github https://github.com/hvs-clark/unity-android-rotation-lock Hopefully Unity fixes this crazy bug soon, so we don't have to use workarounds like this in the future. From what I read, it is by design, which in my ...


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This is definitely possible. I would look into this book or ebook online and it teaches you how to write effective sound classes so that you can use them in the future, with situations like you are speaking of. You can iterate through samples in any sound file and throw flags on high/low pitches, amplitudes, frequencies, etc.. Here is the book: ...


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It seems to me that you will need to perform some sort of Frequency analysis on the audio file in question. You could either pre-process the file on level load (using the data to queue up your level actions), or perform the analysis in real-time. Either way, you'll want to divide your audio waveform into sections, each comprised of N samples, and then ...


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Ok after a lot of tries I made it,Stil I dont know if this is the best way to achieve this, if someone can explain why this is a solution it will be good! I just change the matrix mode to GL_PROJECTION and translate it gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0f, 8f, 0f, 4f, -1f, 1f); gl.glTranslatef(x, y, 0f); ...


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I made an Atari breakout game in my hs comp sci class, and I had trouble reflecting the ball off surfaces because I used x++ and y++, etc. to control the direction of the ball. To make this more efficient, I used vectors to control the speed and direction of my ball: x+= speed * cos(theta); Y+= speed * sin(theta); Incrementing theta by Pi/2 radians (90 ...


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I was earlier in the same confusion and finally found out there is no proper solution for this. My consideration for Google play was not for ranking but for using the leaderboards and multiplayer features. And again If I go with Google Play Services alone, I miss a-lot with Facebook login. So you decide which has more weightage and pick one of it. If you ...


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onAreaTouched Is triggered when the button is pressed, and that press is inside its bounds. This means the event will never be isActionOutside() or isActionCancel(), because a button simply wouldn't receive events like this. You need to have a global listener that listens for events. All your components talk to your global listener and the global listener ...



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