Hey everyone so I'm relatively new to AS3, I had a question. I'm developing a Mobile Application for Android devices and all my objects that are on the stage and that are added to the stage are Movie Clips. After awhile I begin to notice a drop in FPS. I know that this is due to me not using the devices GPU. Also I have read a lot about 3rd party programs that make use of the GPU and enhance the performance immensely such as the Starling framework. I've tried to implement that into my game and create the sprite sheets etc... But I just get error after error and i understand I'm not as advanced in AS3 to truly grasp how to use it. So I was wondering if replacing the movie clips with sprites would enhance the performance? Or is that even possible. I know that Sprites are capable of working like move clips via able to add tweens etc... But will this enhance the performance of the game? Or am i pretty much screwed unless I learn how to use the starling framework?
Any help would be appreciated thanks everyone.
Just how many MovieClips do you think are bogging you down? What are those errors? I would not put your faith in a framework to save you from poor programming. Better to do good programming first. Sprites vs. MovieClips are probably not the answer. Post some code and specifics, please.
Related
My thesis is to create an 3D android game. I have installed the 3D softwares like 3DS Max, ZBrush, Blender. I also downloaded Android SDK for Windows and I have Eclipse Juno. But I don't know how to start. Thank you in advance. :)
If you want to write a game, use a game engine.
I would advice against using OpenGL directly if you want to focus
on game mechanics or story. 3D game engines like
Unity or JMonkeyEngine
give you all the tools you need to turn your 3D assets into a game:
Importers for various file formats, a scene graph,
math libraries, and usually tons of example projects that get you
started quickly.
If you want to write a rendering engine, use OpenGL
With OpenGL you can build everything mentioned above yourself: Write
or find importers for your assets, figure out a lighting model, write
a scene graph. If you want to do all that, cool, use OpenGL. But
doing this technical stuff will keep you busy; you will have less time
to make a really great game.
I prefer OpenGL ES for Android. Good performance and easy enough to learn.
It's better to start from basic with opengl and then understand concept of using 3d and then prefer standard tool to use.
I have listed android game engine tool for 2d and 3d. Hope it might help u.
https://stackoverflow.com/questions/17163446/what-is-the-best-2d-game-engine-for-android/17166794#17166794
Start with unity3d which is a game engine, I am not sure but the names that you have posted are used for making 3d models for the game.
Your Thesis? That's pretty broad scope! :)
What I would be looking for, is something with lots of example code (since you say you don't know where to start) and good community involvement (ditto the start thing).
If you only need a single player setting, then I would suggest libGDX as a place that would be a good jumping off platform, as there are lots and lots of step thru tutorials along with lots of example code (and a very up to date wiki on the API), and a pretty good group at helping out with issues.
Since it is open source, you can dig as deep as you want into the inner workings to understand (or be mystified like me) as to how the code is accomplishing whatever task you are looking at. (which might be handy for your thesis)
While it might not be quite as polished as some other commercial 3d development kits, the BadLogic crew has made some very big progress the past few months on the 3d side of the house, along with breaking my JSON code... thanks! :) )
I've just finished designing my fairly simple yet complete game for Android, with menus, multiple views etc. Now I'd like to move on to something more complicated, maybe with OpenGL.
I see people on gamedev.stackexchange using all sorts of game frameworks. What's the advantage of doing that as opposed to doing everything manually in Java, animating sprites myself etc? Does using these frameworks not make my code less portable across iOS and Android?
And should I really be coding in C++/JNI if portability will be a future goal?
Sorry if the question appears obvious, but I'd like to get confirmation from people more experienced than me.
Thanks
i am pretty good in android but have not developed any games yet, and have no idea where to kick off.
I have idea of Game in my mind, but i have no idea how to convert that idea into game.
The most big problem i am finding is building UI for that, as i can build backend for the game with my logic but how to interact with games-UI that i new to me and have not done before.
Is there any tool or some kind of help by which i can easily build UI comonents for a game and use them easily in my game creation.
i had read about libgdx for android but i am not sure as using that i have to write code to display even a single point/entity.
Is there any nice, easy and fast way to develop game UI
I have done starter RnD on google but still not much clear with GameUI creation.
Any kind of guidance is appreciated.
Thanks
Aj
What kind of game is it? 2d / 3d graphics? Or just text input (like a chance game or a quiz game?)
UI could mean many things. To some people it's just the menu overlays and other interfaces, like health bars and the like. To others UI is the entire rendering field. Please clarify your terminology in this regard.
If you want to avoid as much code as possible there are libraries that can help. Is there a way you can describe your game by analogy without giving away your secrets? Then we can better assist you.
The right place to ask would be in the gamedevs section of stackexchange, other than that it is a possible duplicate of / related to https://gamedev.stackexchange.com/questions/3401/how-do-i-get-started-making-android-games
I am trying to build a jigsaw puzzle game in android. Could someone explain what would be the best method of doing this?
I was thinking of using a grid of image views and swapping the images when the user slides it.
Using open gl?
Which is better?
I'd go for the first option, since it is:
easier to implement
you are using tested and well working facilities
you do not have to deal with platform dependant issues
the performance gain for using OpenGL would be a waste, since it is not really needed
I agree. You should definitely go for the first option. OpenGL is overkill for your application. But if you are making this app "for fun" you could use OpenGL to get experience and getting familiar with OpenGL until next time you might need it. :)
Having a hard time phrasing the question, my situation actually is on the release phase of the game development cycle.
I have this game that falls under the casual category with little to no-complex-logic involved at all, running on a 2D side scrolling (semi) single character. In short it really is simple, so I am already done with the code and just need to replace sprites with my own to avoid any copyright issues once I decide to release it on the market (truth is I used sprites from various forums of another side scrolling MMORPG).
So my actual problem is, being an independent developer, with no talent in graphic arts and little budget to outsource a graphic artist, How would I (a plain programmer) create a modern looking graphical game?
Note:
The game is non-profit, I made it just to learn what the android platform has to offer.
But seeing it can actually be fun for others to play with, I'd like to release it.
I wanted to make this a community wiki as I see other game programming beginners would also face the same question. Although I am not that sure if that reason alone qualifies. But it seems with my reputation now, I'd leave that to the admin / mods decisions.
Keep the resources seperate and replace them before releasing with free versions or your own art.
There is no cheap source of high quality (graphics) unless you find someone willing to work for you cheap or for free.
Be very careful with copying sprites from other games. Some publishers have (and keep) very strict policies.
Another forum/site that might give you more information is http://www.Gamedev.net
Especially interesting might be the resources found here
I don't know how it is on Android but whenever I've tried games for fun, I've always relied on free sprite sheets which are all over the net. I've also clipped off a few from old DOS games which I run via. dosbox.
My favorite tactic is to put ugly placeholder graphics inside the game, and brag with it to my fellow pixel-movers. Next, someone from the pool will be disgusted with my lack of taste and ability to do good graphics, and put himself into the game.
If it doesn't work, you can always go headhunting, having your game ready and with just graphics to replace.
I stayed on the same problem, like you did.
Me as programmer also wanted to start coding a little android game, because i never did before.
And my garphic/artist skill is like 3-year-old-child...
So i tried to think of a designconcept with very easy geometrical Forms, if you are not so skilled.
And with the open source Software gimp you can do alot.
I dont know which engine you use, but i decided for unity3d, cause you are very flexible and you also can cross compile your project. I dont had experience with c#, but its very easy if you came from other oop languages, like java, so maybe have look for it. :)
Maybe also look what i made of it, it were just some circles and lines!
https://play.google.com/store/apps/details?id=de.duckdev.anbr
greets