I'm developing a game with andengine.And I wanna use only one image for whole game.
For example now I'm using 10 image spreadly.(e.g player, buttons, background, etc.).But when I do like that, the game is starting too slow.And I wanna combine them as one image like this:
http://atariage.com/forums/uploads/monthly_11_2011/post-26314-0-86776700-1321332409.png
I guess you're looking for TexturePacker. You can find an interesting tutorial in the link below.-
http://www.matim-dev.com/texture-packer.html
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I want to build a digital clock widget for Android, and I have written the numbers from 1 to 10 on paper and scanned them, so that I now have the numbers as per images with transparent background. I may have missed it but I can't really see if in the documentation anything about using images as numbers. Would i be better off creating a font even though it would only consist of the numbers?
First off: add each image separately to the res/drawable directory and reference them from there.
An Opengl surface could render them or, more easily I think, an ImageView with programmatic image flipping.
I'm working on the same thing. Any idea how to run an onTick()-like function for currentTimeMillis()? That would be the path to victory on when to render the next second on your clock face.
I'm a beginner in android development and i started to code a game few days ago.
I've almost finished it and now i want to have some nice texts in my canvas. I want to display the scores, the bonuses that the player has and some other stuff.
The problem is i have no idea how to make them look nice. I dont want a normal text to be displayed, and i want to make it pop on the screen when an action is done.
Can anybody give me some advice?
I want to make it look like this http://static.appgamer.net/images/articles/screen568x568_2.jpeg
What you're looking for is called bitmap fonts. Here you can find a pretty good article about the technique: http://obviam.net/index.php/using-bitmap-fonts-in-android/
Basically you have to prepare your font as a bitmap composed of separate glyphs. Then load the bitmap and create a description of each glyph (name, position, size). Then you have to just walk through a string you want to draw and draw parts of the font bitmap instead.
I am trying to create an application which has a map image in it.
I want to add some areas (or buttons) to it so that when you click them the bubbles with information will appear.
I am new in android programming so asking to explain a bit how to implement it?
Also i need an image to be re-sizable just like a real map.
So should i attach the buttons to specific places on image and how to do so that the buttons will be connected to it when i re-size an image?
Which image type is better to use for this purpose? I heard that SVG would be better but i couldn't even add svg image to an application.
I appreciate any helpful advice.
For your problem you can use this:
http://catchthecows.com/?p=113
I need something similar, but the click on the image should change the content of that part as well.
When I find or implement the final solution I can post it here.
I want to create my own sprite sheet from a single image i have by modifying the image(like changing the position of the leg).For example lets say i have an image of a man running.I want to create a sprite sheet from this single image.What software do i use for this.From want i understand texturepacker and other such softwares enable you to edit the spritesheet.But as of now i have no images in the sprite sheet except for one.
Another question i had was that lets say i want to create my own sprites,how do i do this.(Are there softwares available for this)
There is simple program to create spritesheets from swf animation, SWFSheet, written by Keith Peters. Animation can be created in Flash or any 2d animation editor which supports export to swf like KToon, SWF Quicker, Giotto and so on.
And maybe single-framed bitmap can be animated using morphing?
I want to have a cartoonish stork fly across my screen (slowly flapping his wings) and land on a post. I have an artist that can draw it for me and said it could be a gif file. I'm guessing that means it would be like a cartoon movie. Is this easy to put in my app or do I need to do something entirely different? My only experience with any graphics in android is displaying a picture using ImageView.
Thanks for any help.
Android does not deal with animated GIFs well. You apparently can play one back using VideoView, but I have not tried that. You can also set up an AnimationDrawable resource (an XML container for the frames of your animation).
This seems to do what you want:
http://www.androlib.com/android.application.com-ideal-imageviewer-EzCz.aspx