Creating interactive book mobile application [closed] - android

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I am creating an interactive book application for Android. Currently I am using AndEngine.
The interactive book has 30 scenes with different animations and backgrounds. That means will use at least 30 different backgrounds. Also there are some heavy animations that takes a large part of the screen.
For example, there is one scene which shows a little kid crying, that little kid image takes most portion of the screen. Also there is a scene, there is a large gift box, and then it opens and shows some toys. (The animation is almost full screen, much more like a video)
I am a little bit confused about how can I optimize the application. The goal is to reduce load and lag.
There are several questions :
1.) The common best practices is to use sprite-sheets. Should I put all the different backgrounds and sprites in one file?
2.) Should I load all the backgrounds and sprites first then use it throughout the application? Or should I load only the required background and sprite at the beginning on every scene? (When starting scene 1, loads background and sprites for scene 1 only)
3.) For the heavy animations (like a video), what is the best practices for creating them?

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Create Android Game UI [closed]

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I Developed An android game Using OpenGlEs
Now I want to Create its UI And Main Menu Items, Im currently using relative Layouts to create the menu, Buttons and their Animation, But since i have many items in my menu, it is trouble to work with,
What is the best way to implement GUI in android? should i keep Going with layouts or work with Canvas and SurfaceView?
It depends on your choice if you just want to choose between XML based and custom Views.
XML based layouts easy to design, so you can quickly implement those, You can have basic animations with them but no complete control over the drawing mechanism. Straight forward control to Inputs.
While Canvas and SurfaceView approach requires you to do all the drawings and then handle Inputs, this way you can have full control over drawings but it adds more complexity to code side.
You can choose what suits your need , on the other hand, if you have too many views ie too many button etc. You can simply try switch statement and applying distinct width/height to each element or use onTouchListener to get coordinates of touch and respond (supposing you already know coordinatesbof all views) hope this helps.
If you're looking for an easy way to create UIs for Android, Eclipse and Android Studio both provide a WYSIWYG UI creator. I have not used it yet but it should be fine for layouts which do not need significant customization. If all you're doing is creating simple menus/text/buttons then this should serve you fine, no need to use anything more complex than the Views/Layouts provided by the Android API.

UI for Handset & Tablet [closed]

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I want to make an app that runs both in handset & Tablet as shown in figure:
This custom listview would contains around 200 items, its title & description can be loaded from SQLite
For loading 200 images should I use blob in SQLite or from the drawable folder,which would be a better approach ?
I read the android documentation Supporting Tablets & Handsets, it states that we should use fragments. So can anyone recommend me some tutorials to use fragments
that fits my question ?
I am new to it so any type of help is appreciated.
Thanks..
I think Master/Detail Flow is what you need. Luckily it's already built into Android Framework.
Creating a new project, when you reach this page, instead of selecting Blank Activity, select the third template, that is Master/Detail Flow.
The best way to learn it is to scrutinize the pre-written code in the template.
However, you can also get a grip on it with this tutorial.
About the second question, go for blob only if you have just a few pictures. But in case you have many pictures, decoding and encoding the pictures can be a pain in the back, so I recommend using simple Drawables.

How does graphics set look if made for 2D games? [closed]

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We created graphics for many mobile apps, but this is the first time our designer has to create graphics for 2D game.
Should he create a Photoshop file like in mobile app projects or there are some specific things when creating 2D-game graphics?
I tried to find answer on the net, but I found nothing on this specific issue. I would appreciate someone who is familiar with game coding replies as he had probably received graphics to implement into his code.
Basically most 2D games are tile based.
So your designers should provide graphics files where all possible artifacts and animations are visible.
Afterwards you need to take snippets from those images to create tile sets that are usable by the game engine that you are using for each game level.
An example of editors for tile set editing is the famous Tiled, http://www.mapeditor.org/.
The game engine is then takes care of for locating a tile set for the given level, and using the available tiles for the background and character animations.
I'd say that it depends on what tools/frameworkds you want to use...
If you intend to use cocos2d (really nice 2D mobile game framework), then you should definitely have a look at CocosBuilder (http://cocosbuilder.com), a great editor for collaboration between designer and developer.

how do i get my app to this kind of level? [closed]

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There is that app called "turkey blast: reloaded" (link below). The graphics and animation of the game are amazing! Also it is 2d but looks like 3d, I'm not sure how to explain it. Anyways, I am also making an app which is quite different from that (nothing alike..) but I love the menu and the sound and the graphics of this game. The game that I'm working on is about to be finished but its not even close to that kind of level... One of the things that interest me the most in this app is the graphics. How can I make a game with this kind of graphics? I have someone that draws the sprites for me but its hand-drawn, what kind of program do they use? also, how did they make that menu? (all the items in the menu are arraged in a way that you can scoll in them <------> to get to the item that you want.) I am just using texture and texture region. Thanks!
Turkey Blast: Reloaded
https://market.android.com/details?id=com.ezone.Turkey
How can I make a game with this kind of graphics? I have someone that
draws the sprites for me but its hand-drawn,
If you want pro graphics you will need to hire a pro artist. There are several websites where you can find one, including guru.com, odesk.com, etc.

How to go about creating a race track game? [closed]

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i am planning to make racing game in android.I have created many applications in different mobile technology. but i am pretty much beginner for game application. So my question is how can i make race track in android? How should i show that car is moving on that race track.
I have the images of cars and race track. But i have no idea how should i show the part of race track and how should show that car is moving on that track??
I suggest you download AndEngine ( an open source 2d android game develoopmnent framework ). In the examples there is a (very simple) race track demo with a movable car + controls + obstacles. If you have troubles you can always get support from the forums
AndEngine has a very easy learning curve :-)
Have fun creating your racing game!!
Here are 2 good tutorials on starting with 2d:
- Canvas tutorial
- OpenGL tutorial
The last part, about showing only a part of the map, can be achieved by using a BoundCamera in AndEngine.
You should start with studying the 2D graphics capabilities of the Android library. Here's another good reference article. It lists some drawing options including drawing to the Canvas object which is probably the right choice for the kind of game you're describing.
Here's a full but simple example of handling the onDraw event for a canvas and performing custom drawing. Here's a small bit of the code:
paint.setColor(Color.BLUE);
canvas.drawCircle(20, 20, 15, paint);
The above is a simple example that draws a circle with a particular size to a particular location on the canvas. It's a good place to start. To finish your game you'll be drawing bitmaps which is a more complex process but conceptually similar.

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