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It depends what kind of cutscene you want. Some games have a comic book style cutscene where images would be the best option. Unless you're trying to actually make a 30 fps video out of images. Then a video would be the way to go. A third option is to actually do it in game by using the character models and animating those. This gives a smooth transition ...


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Jumping is an operation that you need to have take effect over time, not an instantaneous modification to the player location. To make a realistic jump, you're going to want to take into account: Velocity Gravity (an acceleration downward) Time Player height (i.e., y coordinate) The relationship between these will be something like this: pos_y = ...


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C:\Marmalade\6.0.6\tools\UIBuilder\Readme.txt The Marmalade Studio UI Builder has been removed from the Marmalade SDK. This means it is no longer a supported part of the product. We have removed the UI Builder because we believe that, going forwards, it is better for the Marmalade UI runtimes to support a standard UI markup rather than our ...


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In addition to DevilWithin's answer using FBOs, you can also use glCopyTex(Sub)Image2D if FBOs are not supported (which may be the case on an ES 1.0 device, don't know). This invloves a copy, but only a single GPU-GPU copy, since it copies the current framebuffer directly into the texture. But by any means don't do a glReadPixels followed by a glTexImage2D.


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The question is quite old, but I think it's better to answer an unanswered question than just leave it. Android doesn't need a loop to continuously render the views, it automatically invalidates the views at each frame. Marmalade doesn't follow this approach. You need a game loop in Marmalade which runs once every frame. The approach I follow and which ...


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this is a post quite old but I got an answer for you. To easily work with Marmalade in the game field I would suggest you to use the brand new engine called IwGame (http://www.drmop.com/index.php/iwgame-engine/). I'm working for the porting of an Android game of mine and I started 2 months ago. It's really simple to learn and it's powerful. It's build on ...



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