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1

I would suggest zooming in your game screen so that the pieces are slightly larger, it's extremely frustrating when a game has a bunch of tiny pieces that are hard to see and hard to drag. However, if you don't want to do that, there's a common approach that can be used so that the item can still be seen as it is being dragged. So to Crazyrems list of ...


2

If you move elements smaller than your finger, there's something wrong with your game design. I see several solutions to this: Make your elements bigger so you can see that you hold and where you put them, possibly enabling a Zoom gesture. Use another method of move, like a two tap movement mode, you tap from and to positions. Constraint your moves on one ...


0

what is the basic concept behind online games? To connect players to other players for the purpose of entertainment. What you're really asking ... How should I go about building the networking side of my game as depicted in the image? The answer to that is going to depend on the technology you use, for example in unity it might be as simple as putting a ...


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The best solution for me is to use the theorem of intersecting lines so that there is neither a cut off on the sides nor a distortion auf the game view. That means that you have to step back or forward in dependency of the different aspect ratio. If you like, there is an asset on the unity asset store which automatically corrects the camera distance so you ...


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Moving the View is probably not going to work out well -- the Surface part of the SurfaceView is managed by the Window Manager, not the View hierarchy, so updates tend to lag behind (which is why putting a SurfaceView in a ListView works badly). You don't want to be hitting callbacks in your animation loop. Leave the View and Surface in place and just ...



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