How to Create a 2D Map for an RPG Game - android

I am working on a text RPG game for Android, and would like to create some kind of an area map for the player's reference. I Googled it but was directed to Tiled. I am not trying to create a playable level map, just a basic map that the player can open to see areas explored so far for easier navigation. I would probably create these graphics myself using Fireworks.
The problem is a phone screen is only so big, and I need to somehow allow the player to swipe left/right/up/down to see all parts of the map. I guess on the biggest tablets perhaps the whole map would fit, but I need to support smaller resolutions as well.
So basically I think I need a way to display the map image in an activity (which I know how to do, duh), and allow the user to scroll around it because it will be way bigger than the screen.

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Unity 3D side by side screen resolution

I am creating a multiplayer game in Unity and as with a lot of multiplayer games I want the user to have a top down view of both his own game map and the other players game map. I want the world to be in 3D and I'm having trouble figuring out how to get both players to see the same things due to different screen resolutions. I obviously don't mind - and kind of expect - that I will need some black bordering.
The first screen resolution issue comes when rendering the view to a texture, and then the second screen resolution issue comes when rendering the texture to the UI. This is currently blowing my mind.
Is this possible with Unity and what would be the best approach? Am I barking up the wrong tree by using render to texture at all?
EDIT:
For clarity. Probably best described as a top down split screen, something like the following image, apart from it will be making use of full 3D and be at a slight angle.
It sounds like you're trying to keep the game "fair", so one player with higher resolution settings doesn't have an advantage over the other.
If that's the case, and you're happy with black borders, you can probably just use a mask in front of the camera. As long as the mask is the same for both players, the resolution wouldn't make any difference other than quality.

Making scene making from real clicked images for Google cardboard

I know about Google cardboard and I want to make say a campus tour of any company which will be handled by head movements in Google Cardboard with unity how to make campus buildings from the real images which I clicked by my camera.I am new to unity and much aware with android coding.could you link any unity tutorial.
And second thing my approach toward this idea is good with unity or it should be with android.
i want to make thing like this youtube link which i want Please suggest
In theory you could position a great lot of images in 3D space and have a scene with a very modern-art-like look - but it's much easier to do a spherical image and drag it to a sphere.
You can use a digital camera and hugin to stitch photos manually for better quality or just take any android phone with a gyroscope and semi-good camera and do a photosphere.
After getting a spherical image, just drag it to a sphere with reversed normals and put the VR camera in it's center - voilla, you've got a VR app.
A good idea would be to allow the user some interaction, moving between scenes etc. Usually there is a point where you look and either wait a bit or press the cardboard button.

Merging overlays and camera pictures to create high quality images in Android

I'm trying to emulate something that is working in an app called InstaWeather. They have numerous overlays that you can switch through, that merge with the picture you take to produce a custom weather image that you can share.
It doesn't seem like these are canvas drawn on, and I can never get anywhere near as clear and high res drawing things on via canvas. Does anyone have any idea how the overlay and taken camera image are merged? Bearing in mind the overlays are based on the current weather data so aren't pre-existing.
I'm not sure if this will be regarded as too general, but I do have a specific issue in that the images I create often suffer hugely from being drawn on via canvas.

How can i render a 3D image in android?

I have a client who works on styling cars, he needs an app that lets the user take several pictures of their car and render 1 3d image he can use to look around the car. Is there any way to do this? I have been searching for methods but can't find a solution.

Best way to have a zoom and pan image overlay on Android?

I'm relatively new to Android development, and I'm currently developing an app that requires a pinch-zoomable and pannable image that will have other images overlaid on top of it, similar to a MapView but without using the Google Maps API.
I've done a bit of looking and found that I may be able to accomplish the overlay portion by doing the method in this question: Draw images on top of each other in android
However, I don't know if that would make the ability of doing a pinch-zoom and/or panning a large image feasible. Would it be worth it to create a GLSurfaceView and just implementing the needed functionality, or is that overkill because I'd be reinventing the wheel?
For what it's worth, the large map image itself will be fetched from a server (but if needed it can be split into smaller square regions), and the icon that will be overlaid at various positions on the map will be embedded in the app itself.
Sony Ericsson made an excellent PinchZoomable ImageView class. I modified it for my needs. I merged their pinch zoom and single-point touch zoom (for phones that didn't have multitouch) http://code.google.com/p/motivatormaker-android/source/browse/MakeMotivator/src/com/sonyericsson/zoom/ImageZoomView.java
Their tutorial is here: http://developer.sonymobile.com/2011/04/12/how-to-take-advantage-of-the-pinch-to-zoom-feature-in-your-xperia-10-apps-part-2/
I got pretty good performance out of using these classes without needing to use OpenGL.

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