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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 ...


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For 2 and 3 I would try to multiply like so: Scaling = 1.2f; If(Gdx.input.getAcceleratorY() < 5){ Velocity.y = (Gdx.input.getAcceleratorY()*scaling)*(-1); }else if(Gdx.input.getAcceleratorY() >= 5) Velocity.y = Gdx.input.getAcceleratorY()*scaling; } Try different values for scaling (probably has to be greater than 1). This should result in a ...


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In your GameScreen class do not initialize a new MainMenuScreen object in the constructor. Instead, when the drop collides with the bucket, call a method called returnToMain() or something like that, and within that method, initialized a new MainMenuScreen object and assign it to the game's screen: this.game.setScreen(new MainMenuScreen(game)). This is how I ...


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Setting bucket.y only sets the buckets position, so that should not be -.5, it should be the bottom of the screen (0), or at least the ground, to start. To move the bucket you should add a method called jumpBucket() or something similar. Then call that method whenever a touch is performed (check this within your render() method). This method should add some ...


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 ...



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