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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.
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I'm working on an Android app (though eventually I'll want to do the same thing on iOS) and I'm looking to build an image recognition feature into it. The user would snap a picture, then this component of the app would need to figure out what that image is, whether it's a bowling ball, a salad, a book, you name it. It would also be helpful if it could figure out roughly how big the object in question is, though I imagine the camera focus values could help with that. The objects in question would not be moving.
I've heard of neural networks being used, but I'm not sure how this could be implemented, especially since I want to be able to recognize a very wide range of objects. I highly doubt this sort of processing could happen natively on a phone either. What are some solutions to this problem?
I would suggest you look at OpenCV. They have an awesome open source library for image processing and object detection. They also have great Android sample apps ready for testing some of their APIs.
http://opencv.org/platforms/android.html
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I am creating a simple graphics application, where the user can draw several shapes, change the shape color-size, zoom, rotate the device etc. After researching, I found out that there are many options on how this can be achieved and I find it hard to choose which approach would benefit me more. One approach that I have started testing is to create a custom view and to draw on Canvas.
Is this option valuable in order to proceed without having the futuristic fear of low performance resulting to switch over something else (e.g. something like OpenGL)?
Or better, given the brief description above, what would you recommend as the best option?
As this is an opinion based type of question, I think this one might get closed, so I'll type fast: I think to get your app up and running fast, Canvas is your best approach (lots of easy docs and examples out there), unless you're already an export in OpenGL, to which there is quite a steep learning curve. It doesn't sound like, from your app requirements, you would hit upon any serious performance issues, and, as I say, you can get thing running quickly. If performance is not adequate, you can latter switch to pure OpenGL or use a framework for it like libGDX, Rajawali, AndEngine, etc.
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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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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.
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When I looked at:
http://replicaisland.googlecode.com/svn/trunk/res/drawable/
and found it only had one set of images, I wondered why this was. Obviously I missed something because I thought everyone needed three sets of images so that you could support all android devices. (Phones) I have not looked through all the code yet, but does Chris just resize the images or not support other devices?
Obviously I missed something because I thought everyone needed three sets of images so that you could support all android devices.
Having four sets of images (-ldpi, -mdpi, -hdpi, -xhdpi) is generally a good idea... if you are using the widget-based framework, and for images used by the OS (e.g., launcher icons).
If you are writing a game -- particularly one like Replica Island, which uses OpenGL -- you are probably going to use different techniques. In Replica Island's case, it appears that DrawableBitmap handles scaling "between the bitmap resolution and the display resolution".