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Need info on Game App Development software

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I'm researching software for the initial workup of a game app proposal and have been asked to investigate software to build the proposed application.

At this time the project is pre-pitch/prefunding with much of the material confidential so I can't go into detail on specifics of the game itself but the following is basic criteria:

 

The team is affiliated with an Educational Institution and likely eligible for education/student licensing.

The team consists of approx 14 people most of which are technical experts in the games subject matter (not gaming, graphics or software development).

-- Depending on funding/green light to go ahead the team may involve students and previously established (paid) programming outlets with that expertise

The game proposes to target 'Clash of Clans' quality and playability (probably more 2D than 3D) but graphics may be created in 3D and rendered to 2D sprites etc.

 

I've mentioned Unity and Unreal Engine as possible software development platforms (although they may be slight overkill for the initial app)

I believe it unlikely the app will cross the threshold requiring licensing payments to Unity/Unreal Engine but that is all guesswork from me.

 

Here is a breakdown of some various software and the level of appropriateness to the project from my perspective:

 

Unity/Unreal Engine - Likely more complex than required but would be excellent should the app garner support and need to be extended

Flash - Possibly incompatible unless HTML gaming is an option for the project (unsure if institution already has appropriate licensing as most have students foot own license from Adobe)

Game Salad and similar- probably too low end but could be an option especially if the student/game programmer is familar with the software - Game Salad's licensing may not be ideal however.

 

Added: Python/Pygame is another option but is very technical and lacks GUI support. This is the gaming approach I am more familiar with than other mentioned above.

 

Let's see, what else can I say...

 

The game is to be developed for iOS and/or Android.

Should the game development be green lit a mockup demonstrating basic play may be created in one software while the final game developed in another.

 

Any information you can provide will be much appreciated.

Thanks!

 

 

 

 

 

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- Flash is not a real option for Android/iOS-developement.

- Unity3d has licencing costs for Android and iOS-developement.

- if you want to go the HTML-root, you can use babylon.js or three.js to develope. (Babylon may be the better option here, since it is closer to a game engine).

- if you do not need 3d, you could go with HTML5 and canvas-rendering...

 

If I would have to decide I would use Unity...

 

See you

*Fuchur*

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Unity. That's my suggestion.

 

Besides the obvious (the fact that Unity is well developed/used) Is there any particular reason that Unity stands out to you in the mobile arena?

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It will allow very easy deploying to Android & iOS, has a very nice editor, is compatible to A:M (see my signature) and is compareable easy to use. (still this involves a lot of programming, but most other software available is harder).

Unity has the ability to create 2d and 3d games too... (I never tried it for 2d...)

You can use C# or Javascript-Syntax to code, which should open it up to quite many people and there are asset stores and many developer out there...

It can be run on Linux, Macs and Windows and is in general quite a nice tool with a great preview-editor.

There are many tutorials, video-tutorials and assets out there from many people...

 

See you

*Fuchur*

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I haven't used Unity yet, or Game Salad, etc. but I think there is one underlying concept here...and correct me if I'm mistaken.

Those software packages try to simplify the (intimidating, I suppose) process of using the actual programming languages (such as Java, Objective C) and OpenGL.

So, you end up with a middle party between your application and the actual distributors like Google Play. You would simply be a minion of Unity and at their mercy.

Now, for an educational purpose, why not get to the roots of it all and not jump on a tool that would limit the potential, as a company such as Unity cares about their bottom line more than your project, and you owe them for using their software to develop your project and all you learned was how to use Unity...and they can cut you off.

 

I've tried to garner attention of any sort to utilize a basic application that could be used to get started. Perhaps I have been unclear about the intention. But the app works ie. the code is good. It shows an advertisement. It's on Google Play with Analytics. It can quickly be changed to show different animations without any knowledge from an artist about coding so long as there is assistance from someone that does know how to swap files into a folder, it is in the simplest state possible, it is written in Java so would be cross-platform to just about anything (as I understand, not entirely familiar about the Java Virtual Machine), it has direct access to OpenGL ES 1.0 so unlimited potential, it doesn't require a third party development software self-interest, it has a cool name, and more.

 

Now just for fact that it could be used for animations right away I would think would be a sale for A:M. It can be developed into anything you want, but I just can't bring myself to change it at this point except to adjust frame rates, time length, and content...things that I could show a high school freshman (actually younger than that considering it's not as hard as algebra) how to adjust in minutes.

 

But very true that collision detection and other things are tremendous obstacles to overcome and utilizing Unity may make those things simpler. But! You'll never get to Game of Thrones going that route. You'll be hit by some sort of magic and be thwarted, I'm sure. But, I'm sure it would be possible to find help with turning starplayer into what you want. And at the same time, have fun, and make media such as music videos, figure out how to stream sprite sheets so it runs like a tv, play with the same tools used for special effects, etc.

 

Once again, it's using the raw tools and not pushing a software kit on those that take interest in the future.

 

I just need to make a living. And my LinkedIn photo is terrible, but I can't afford a professional photographer. Civil Engineering has not been good to me. And you can have the monoboom name, I had .com long ago, now just .co, .info, .org, .mobi, but all for nothing. Not a penny made from any of this stuff.

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Also, Android isn't just games. I'm a bit mystified as how everyone thinks games are where it's at. Wouldn't you prefer to target media? And put an animation into an instant app? Rather than some dumb game? I kind of got my fill of games with Gorf and Asteroids. I don't need a game on my little device. I liked Tron 2.0 but wouldn't play it on anything but a PC. Games are for XBOX, Nintendo, I would think. But a cool video, a hot news feed, a trailer...

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Wouldn't you prefer to target media?

 

What I prefer doesn't particularly matter as the project was already a game app before I was invited on board.

The success of the pitch will dictate how much detail can be put into the app.

 

The app should have some video in the form of short cut scenes to set up, transition and end the gameplay so there should be some out-of-gameplay animation.

It will likely have a news feed type function in the form of score keeping and I assume there will be some sort of pitch/marketing trailer to garner interest in downloading and playing the app..

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In general, especially if you are going for multiple platform developing, I would not suggest going the native route...

You will face less "unsolveable" problems on the way (=bugs in the middle man software), but it still is much more trouble especially if you need to develope for iOS and Android. (iOS > C++, Android > Java) which is really quite much work.

Unity will take care of most of that stuff and especially if you want to create a 3d game it would be even more troublesome to go the native route since you need a gameengine then... which is hard to program by yourself and will take ALOT of time.

 

On the other hand: If you decide to go the native route, you will learn a lot and indeed, you will not have any problems with the middle man... but I'd say in this case this is a very small price to pay compared to the additional work, money and trouble you would have to go through....

 

See you

*Fuchur*

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Well, I'd still throw it in there as part of the package. It works. You can download it on Google Play for Android...monoboom starplayer Space Dancing. And yeah, it was a lot of work, with a lot of seemingly unsolveable problems along the way. One still needs to learn a scripting language to utilize Unity from what I've seen. I think Ios is Objective C rather that C++. I think Objective C and C# (Microsoft) were created to compete with the capabilities of Java.

 

It's very difficult to get any attention on the marketplace, so I think that's the main obstacle. I still haven't gotten any downloads by just putting it out there, which is fine for now as I haven't been able to make the animation as good as I'd like yet. But it has interactivity (buttons!), and the basics set up. I thought it'd be fun to put out animations with it like music videos. Either update the same app, or have multiple apps.

 

What is the basic game idea? You mentioned Game of Thrones which I've seen maybe 3 commercials on TV just tonight. The hot girl with a specially molded body uniform, you need to compete with that.

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You mentioned Game of Thrones which I've seen maybe 3 commercials on TV just tonight.

 

Clash of Clans... entriely different property.

I haven't seen either except in the extract (behind the scenes/fx breakdowns etc.)

Come to think of it... it might be more appropriate if Game of Thrones was called Clash of Clans and Clash of Clans was named Game of Thrones. :P

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Man this new forum system is so Internet Explorer unfriendly.

So I'll write that a second time:

 

Consider JavaScript. It runs of all platform, It is a powerful language (much more powerful than it looks at first) that can be used to build large applications. And it is a fun and interactive experience developing and debugging applications in it. You have access to a large choice of libraries and frameworks.

 

 

I've really been impressed by the open source cinder.

See the variety of high class stuff that was made with cinder.

And in GoingNative 2013, Herb Sutter challenged programmers at the conference (go to 1h:1min) to come up with a game or something creative that they could program in a few hours to an afternoon.

See the results here and here (starting at 8min). Almost all the programmers never heard of Cinder before.

So there you have a good feeling of the variety of things that can be done with cinder. It is not too difficult to imagine what could be done by a small team of programmers in a few months of work.

 

It is just a pity that it does not run on portable devices. But OpenFramework, also open source, looks like cinder and runs on all platforms including iOS and Android.

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I visited the cinder links and got lost for awhile this morning watching videos... very interesting.

Then I got sidetracked by the lock-free programming (atomic weapons) videos as those were really fascinating to me conceptually... not that I'd have a clue as to how to incorporate any of that into a project.

 

I'm definitely planning to use javascript/html to create a mockup/demo of the game to zero in on graphics, test spritesheets, etc. A lot will solidify once 1) the official decision to support/pass on the project is made 2) a programmer gets involved. We are a few weeks out of knowing if the project is green lit.

 

Thanks Yves for the recommendations.

Even if not used in this project I'll be looking deeper into cinder (I've been listening to more videos related to cinder while typing this).

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Well, I'm still waiting for my Kyocera Event to warm up so I can download Clash of Clans and see what it's all about...

I do have to do away with the jokes in the meantime...like how Clash of Cans could compete with Game of Thrones in an environment that predates plastic for distribution requiring the utilization of Big Jugs...but that's off topic...but not really considering the significance of promoting the app once it's done.

 

Regardless of who contacted you about developing such a project, you will end up trying to make a profit, yet few games make a profit,,,

 

Your strength is in animation. "Game" can be a buzzword for an app or program, actually real games are best done in an arcade, but after that a PC, then XBOX, Nintendo, etc.

 

An app for a phone needs simplicity, tap and go. Genius behind Flappy Bird, yet how much gaming input does one put into Angry Birds? Not much, pull and watch...ie. watch the animation.

 

So, I offer the opportunity to use your skills to instantly get your hands wet on the promotion of an app so once you get your game done you are not looking like fools.

And! you get to learn the basics of any app that will ever be built on Android in the foreseeable future! Plus! you can convert the Java written code to a website or flyable drone for that matter (possibly a watch, tv, clock, or any possible device for that matter as the Java Virtual Machine is as close to machine language as you're ever going to get).

 

But as far as this idea goes: why not develop an XBOX game instead? What purpose in making a game?

//Don't waste any kids time thinking they will ever make a living developing a game.

 

//but knowing how to program something useful for say the Air Force may have educational promotional purposes

 

T^hen again, multi-layered TV! It's sitting right there dammit! And you could make your own damn device, just order the screen and processor on Alibaba you !!!, ugh! No then you'll be a threat to the same people you think are providing a path to profit, eh?

 

Learning JavaScript, you might land a cool website developer job, but I used Website Builder from GoDadday so good luck with that experience.

 

Why did I need to learn Calculus, Physics, Chemistry, etc. to obtain an engineering degree? Hmm...? Never used any of those things, just my construction experience, so...

 

Try Balloon Escape to track the progress of a Unity developed "game". Otherwise, Google+ forums is another great way to find out that you are in a vacuum of World Wide Web of Space where nobody hears you! I'm on OpenGL ES forum, and some other forums...

 

Eclipse is the tool you would likely start with. I can give you the project I developed which has all the troubles solved that one would incur developing things from a "native/naive" way.

 

You may need to download the Java Virtual Machine and it may take all day...

 

You could also go with Microsoft's XNA. I'm sure they're looking for newbies!

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Don't know if this has been mentioned:

 

https://www.buildbox.com/buildbox/

 

I think it is pricey, but has a drag-n-drop no coding necessary environment. If your project has a nice budget- look into it!

 

EDIT- yeah, just reskimmed all the valuable input in this thread and did not see Buildbox mentioned... wonder why? Possibly because it is almost un-affordable... I think it costs about $2500 if I remember correctly...

 

EDIT EDIT: Read a review of Buildbox or 2... not good- highly limited in what you can do. Gamesalad looks good tho!

 

http://forums.gamesalad.com/discussion/71822/new-game-maker-launched-called-build-box-thoughts

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Thanks guys. Yes, cost will be a consideration (as it always is) although the university in question might have funds to support such through grants etc.

This is only one of several apps vying for support (but the ony one I'm involved in and as far as I know the only one that will be a game app) and I would guess the initial foray will be with currently available resources, open source, etc.

 

Torque... almost makes the grade. I'd imagine it could be used to create an initial game that they would be recreated for Android devices should they target that platform.

Builfbox... if they'd be willing to fun the development at that level that'd be a nice way to go.

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Dorm room, food card, maybe $200/wk and they can have my program and me. Make it for 4 years, and we'll make whatever they want happen. Imagine all the students that want to learn to program for Android and OpenGL yet I don't believe that's in a typical Computer Science education.

 

Plus Android could lead to programming for Air Force type of devices. Java can be put into a watch or any thing that uses Machine Language I do believe. It's not just smartphones and games. But then again, it's a game just to get something going. But if it has to be a "game" game, I liked Gorf, Phoenix, Space Castle (?), and Astro Fighter. I think quick fun is actually what people want rather than a complex strategy game on a smartphone.

 

You mentioned Open Source, which I like. But the point is still to see who can make money off of it. Android and OpenGL, Eclipse with Android Tools...all free. Google's free! They just want to see something pop up, I think. Then they come knocking, I would suppose. I just have not seen a lot of people running into some of the development issues involved with getting an app to work. Then I don't know if they try to respond or get hacked out in between. Sort of like this forum.

 

I started with 2-3 beginner books, then finally used Practical Android 4 Games. Also played with Pro OpenGL ES for Android for 3D (made a spinning sphere!). So those are resources that will show what goes into getting set up (although the second one there assumes you already know how to set up Eclipse/Java Virtual Machine/ etc.. I propose to make the Starplayer (aka starplayer) a downloadable project that once you install Eclipse, click here and see it all set up. Then switch the sprite sheets and music and Bam! It's still called starplayer! Ha! Maybe you could pop it on Google Play, but at that point, we need to involve other people, perhaps. All fun though.

 

Again, be prepared for a game that doesn't make it in the market. I know many here have probably thought they had it and got excited only to wonder if aliens actually do run this planet, and many other possibilities as to why nobody noticed. Pocket Physics has like 100,000 downloads and it's just a copy of a Physics book inside cover. That's not exactly the type of educational experience I think they're looking for.

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I just need to be able to declare bankruptcy, let the car get repo'd, and then I'm thinking Colorodo or Washington St. maybe DC for that matter. Done!

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Check out Construct2. It's all html5 based and you can render to many platforms. It has a visual coding language that's very easy to pick up.

 

https://www.scirra.com/

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Ken! It's great to see you. You've been missed!

 

I'll definitely check out Construct2. I don't believe I've heard of that before.

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Hey Ken,

 

very nice to hear from you :).

 

See you

*Fuchur*

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I was beginning to develop a theory... in answer to the question of where several of the highly talented contributors to TWO and (more specifically) SO had disappeared to. It had something to do with a super secret third movie that remains hush hush and under non-disclosure agreement. Which would also suggest where Martin Hash himself...

 

Okay, I'll stop there.

 

It is very good to see you. The forum just isn't the same without you.

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Thanks Matt,

The timing of a lot of these 'free' releases is quite fortunate and I'm somewhat glad I'm not the one that will be deciding on which approach to take.

I do want to be informed and to offer suggestions to the team and (if it becomes necessary) be able to move as painlessly as possible from one solution to another.

Thus far I've mostly been look developing with A:M and doodles to allow the team to see what success might look like.

I can't say that anything I've created thus far looks (to me) as it will in the final game but one has to start somewhere.

 

Workflow-wise what I think I'm moving toward is a GO/NO GO approach where I'm hoping that the team can buy off on graphics/ideas within a quick and decisive feedback loop. The idea would be to present/pitch the product's sub-products/initial deliverables to the key decision maker(s) who would then direct the way forward by making their appropriate choice(s). I will say here that most solutions tend to be hybrids of multiple choices frin those made available; i.e. do you want to wear a red sweater today or a black sweater? Can you wear a sweater that has elements of both? While it may not be as graphically striking as the A or B proposition (nor as definitive) I would think that most people will tend to want the one with elements of both.

 

This is something akin to my experience in the worlds of law enforcement and security. To the layman both worlds look so much the same it can be hard to tell the difference but the essential difference (at least originally) was that security is an either or proposition (i.e. step over the red line and your face is going in the dirt). This is unlike law enforcement where shades of gray dictate situation awareness with changing environments and high variation. How to live in both worlds? (A:M's solution: We can use Pose slides with either ON/OFF or percentage controls! ;) )

 

It seems to me that a solution going forward is to have 1, 2 or 3 options to choose from with optional room for feedback.

This would reflect my over all approach to rapid decision making (i.e intelligence) which I won't bore anyone with here.

Bottom line: In order to be useful it must be a solution that can reconfigure quickly and scale when dealing with complex systems in imperfect worlds.

 

I believe we are within one week of the team finding out if their proposal will move forward.

If green lit, team leads will have to begin to decide (hopefully quickly and decisively) how to move forward by narrowing the field from all available options.

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I was beginning to develop a theory... in answer to the question of where several of the highly talented contributors to TWO and (more specifically) SO had disappeared to. It had something to do with a super secret third movie that remains hush hush and under non-disclosure agreement. Which would also suggest where Martin Hash himself...

 

Okay, I'll stop there.

 

It is very good to see you. The forum just isn't the same without you.

Whaaaat?

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Whaaaat?

 

Perhaps I should have said 'secretly hoping'.

And then I should have added the disclaimer: 'Any imagined events have nothing to do with the reality of transient or recurring forum visitations'. ;)

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Games are for kids (well, adults too), but intended to open a door.

 

I think the "game" is getting downloads, ie. attention.

 

Unity takes 25% once you break through that barrier.

 

I don't understand why any investment type would contact you for "game" development unless they were more interested in the animation...

 

...and Point 5. You're about to lose all of the development I've done, while you try to find an easy way to make games via some development tool (written in C++).

I'm losing the ability to restore my project in Eclipse,. ie. It;s about to disappear and hackers have all of the information and work I put into it. I'm being pushed out. That's how it goes.

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I don't understand why any investment type would contact you for "game" development unless they were more interested in the animation...

 

I was contacted by a relative who is well acquainted with my interest in drawing and animation.

She let me know the team was looking for an artist/animator.

 

As for your offer... thanks. If I have any say in the choosing of such things I'll keep your offer in mind and should the question arise I can say, "I know this guy that has a thing for mobile development animation'. My primary goal here in this topic has been to identify available options and there are a bunch of them.

 

The project is currently smack dab in the middle of 'not going anywhere' and 'This has serious potential'.

As most projects go I expect the former but hope (and try to plan) for realization of the latter.

I should know whether or not the project is moving ahead shortly (possibly as soon as Monday).

The cross-tell/communication over the past few weeks hasn't exactly been encouraging (i.e. we haven't been strategically planning for either success or failure) but I'm use to that with projects... as the originators of projects tend to start out strong but toss the ball to someone else or leave the ball hanging. Then a spark of life reignites interest and panic mode sets in... "Hey, we need to get this stuff done!" To which I say to myself, "Here we go again."

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Don't forget to say it's on Google Play as monoboom starplayer if you do a quick search for the app in the media category. And of course the content was done in about 4 hours where as the program took about 2 years.

 

I suppose there has to be a business plan, etc. behind something of this sort, which sometimes befuddles me as it's done and ready to test out (play with), and develop further. But the business plan is basically MTV on the phone, with animation. Old songs, new songs, real video layered with computer graphics. It's the basic app to get off the ground and all apps share the basic Android programming behind it (well Android apps as far as I know but Ios is probably similar).

 

I've also noticed that some development tools can be just as hard to use once one gets into scripting in order to make a unique app, yet they will charge 25% if the app gains popularity.

 

Either way, I hope we can play with it soon. It might be fun to convert to web pages as well.

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This comes out of the SP Renderer...just to show how easy (ha!) it is to adjust numbers in order to change the dimensions and quantity of sprite sheets,,,the Renderer is basically the engine for an app. Everything else is basically long nights for disrespected programmers or something.


The project doesn't pop up like it used to and that's where I became fearful that it could just disappear by means of hackers, etc. Hence, the desire to share...bla bla bla..l'm not against making money here...




package com.starplayer;


import javax.microedition.khronos.egl.EGLConfig;

import javax.microedition.khronos.opengles.GL10;


import android.opengl.GLSurfaceView.Renderer;

import android.os.ConditionVariable;


public class SPGameRenderer implements Renderer{


private SPButtons buttons0 = new SPButtons();


private SPProps props0 = new SPProps();

//private SPProps props1 = new SPProps();

//private SPProps props2 = new SPProps();

//private SPProps props3 = new SPProps();

//private SPProps props4 = new SPProps();


private SPDancer dancer0 = new SPDancer();

private SPDancer dancer1 = new SPDancer();

private SPDancer dancer2 = new SPDancer();

//private SPDancer dancer3 = new SPDancer();

//private SPDancer dancer4 = new SPDancer();


public static int ButtonFrame = 0;


public static int PropSheet = 0;

public static int PropLine = 0;

public int PropFrame = 0;


public static int DancerSheet = 0;

public int DancerLine = 0;

public int DancerFrame = 0;


private long time = 0;

private long time2 = 0;


private void Play (GL10 gl){

//************************************************************** Props

gl.glMatrixMode(GL10.GL_MODELVIEW);

gl.glLoadIdentity();

gl.glPushMatrix();

gl.glScalef(1.0f, 1.0f, 1.0f);

gl.glTranslatef(0.0f, 0.0f, 0f);

gl.glMatrixMode(GL10.GL_TEXTURE);

gl.glLoadIdentity();


//flip image

gl.glRotatef(180.0f, 1.0f, 0.0f, 0.0f);

gl.glTranslatef(0.0f, 1.0f, 0.0f);


//Props 12x12 sprite sheet 5 sheets //12fps

gl.glTranslatef(PropFrame/12.0f, PropLine/12.0f, 0.0f);

switch (PropSheet){

case 0:

props0.draw(gl);

break;

//case 1:

///props1.draw(gl);

//break;

//case 2:

//props2.draw(gl);

//break;

//case 3:

//props3.draw(gl);

//break;

//case 4:

//props4.draw(gl);

//break;

}

gl.glPopMatrix();

gl.glLoadIdentity();


//*********************************************************** Dancer

gl.glMatrixMode(GL10.GL_MODELVIEW);

gl.glLoadIdentity();

gl.glPushMatrix();

gl.glScalef(1.0f, 1.0f, 1.0f);

gl.glTranslatef(0.0f, 0.0f, 0f);

gl.glMatrixMode(GL10.GL_TEXTURE);

gl.glLoadIdentity();

gl.glTranslatef(0.0f, 0.0f, 0f);


//flip image

gl.glRotatef(180.0f, 1.0f, 0.0f, 0.0f);

gl.glTranslatef(0.0f, 1.0f, 0.0f);


//Dancer 12x12 sprite sheet 5 sheets

gl.glTranslatef(DancerFrame/12.0f, DancerLine/12.0f, 0.0f);

switch (DancerSheet){

case 0:

dancer0.draw(gl);

break;

case 1:

dancer1.draw(gl);

break;

case 2:

dancer2.draw(gl);

break;

case 3:

//dancer3.draw(gl);

break;

case 4:

//dancer4.draw(gl);

break;

}

gl.glPopMatrix();

gl.glLoadIdentity();


//***************************************************************** Buttons

gl.glMatrixMode(GL10.GL_MODELVIEW);

gl.glLoadIdentity();

gl.glPushMatrix();

gl.glScalef(1.0f, 1.0f, 1.0f);

gl.glTranslatef(0.0f, 0.0f, 0.0f);

gl.glMatrixMode(GL10.GL_TEXTURE);

gl.glLoadIdentity();


//flip image

gl.glRotatef(180.0f, 1.0f, 0.0f, 0.0f);

gl.glTranslatef(0.0f, 1.0f, 0.0f);

//gl.glTranslatef(0.0f, 0.0f, 0.1f);// Adjust z-value for draw order


//Background 12x12 sprite sheet 5 sheets

gl.glTranslatef(ButtonFrame/12.0f, 0.0f, 0.0f);


buttons0.draw(gl);


//reset matrices prior to next render

gl.glPopMatrix();

gl.glLoadIdentity();


//************************************************************************************************

// Update 12fps Frame Locations 5 sheets


if ((System.currentTimeMillis()- time) > (1000/12)){


//PropFrame+=1;

DancerFrame+=1;


//if (PropFrame>=12){PropFrame=0;PropLine+=1;}

//if (PropLine>=12){PropLine=0;PropSheet+=1;}

//if (PropSheet>=5){PropSheet=0;} //change value (1) to # of sheets


if (DancerFrame>=12){DancerFrame=0;DancerLine+=1;}

if (DancerLine>=12){DancerLine=0;} //DancerSheet+=1;} //dancer sheet adjusted with L button

//if (DancerSheet>=1){DancerSheet=0;}


time = System.currentTimeMillis();

}


// Update 4fps Props


if ((System.currentTimeMillis()-time2) > (1000/4)){

PropFrame+=1;

if (PropFrame>=12){PropFrame=0;}

time2 = System.currentTimeMillis();

}



//**************************************************//

}

@Override

public void onDrawFrame(GL10 gl) {


gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

Play(gl);

gl.glEnable(GL10.GL_BLEND);

//gl.glColor4f(1, 1, 1, 1);

//gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);

/* **** */

gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);

//gl.glBlendFunc(GL10.GL_SRC_COLOR, GL10.GL_SRC_COLOR);


}

@Override

public void onSurfaceChanged(GL10 gl, int width, int height){

gl.glViewport(0, 0, width, height);

gl.glMatrixMode(GL10.GL_PROJECTION);

gl.glLoadIdentity();

gl.glOrthof(0f, 1f, 0f, 1f, -1f, 1f);

}

@Override

public void onSurfaceCreated(GL10 gl, EGLConfig config){


gl.glEnable(GL10.GL_TEXTURE_2D);

gl.glClearColor(0, 0, 0, 0);

gl.glClearDepthf(1.0f);

gl.glEnable(GL10.GL_DEPTH_TEST);

//gl.glDepthFunc(GL10.GL_LEQUAL);

gl.glDepthFunc(GL10.GL_ALWAYS);

gl.glEnable(GL10.GL_BLEND);

gl.glColor4f(1, 1, 1, 1);

//gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);

/* **** */

gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);

//gl.glBlendFunc(GL10.GL_SRC_COLOR, GL10.GL_SRC_COLOR);


props0.loadTexture(gl, SPEngine.PROPS_0, SPEngine.context);

//props1.loadTexture(gl, SPEngine.PROPS_1, SPEngine.context);

//props2.loadTexture(gl, SPEngine.PROPS_2, SPEngine.context);

//props3.loadTexture(gl, SPEngine.PROPS_3, SPEngine.context);

//props4.loadTexture(gl, SPEngine.PROPS_4, SPEngine.context);


dancer0.loadTexture(gl, SPEngine.DANCER_0, SPEngine.context);

dancer1.loadTexture(gl, SPEngine.DANCER_1, SPEngine.context);

dancer2.loadTexture(gl, SPEngine.DANCER_2, SPEngine.context);

//dancer3.loadTexture(gl, SPEngine.DANCER_3, SPEngine.context);

//dancer4.loadTexture(gl, SPEngine.DANCER_4, SPEngine.context);


buttons0.loadTexture(gl, SPEngine.BUTTONS_0, SPEngine.context);


gl.glMatrixMode(GL10.GL_MODELVIEW);

gl.glLoadIdentity();

gl.glPushMatrix();

gl.glScalef(1.0f, 1.0f, 1.0f);

gl.glTranslatef(0.0f, 0.0f, 0.0f);

gl.glMatrixMode(GL10.GL_TEXTURE);

gl.glLoadIdentity();


//flip image

gl.glRotatef(180.0f, 1.0f, 0.0f, 0.0f);

gl.glTranslatef(0.0f, 1.0f, 0.0f);

//gl.glTranslatef(0.0f, 0.0f, 0.1f);// Adjust z-value for draw order


//Buttons 12x12 sprite sheet 5 sheets

gl.glTranslatef(ButtonFrame/12.0f, 0.0f, 0.0f);

}

public void onViewPause(ConditionVariable syncObj){

props0 = null;

//props1 = null;

//props2 = null;

//props3 = null;

//props4 = null;

dancer0 = null;

dancer1 = null;

dancer2 = null;

buttons0 = null;


syncObj.open();

}

}



I can edit this with better direction, but someone should download Eclipse with Android Developer Tools and get things up and running with a basic 1"how-to" first, ...IMHO>


What is Love is on the radio.ll ... got to go!

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Forgot to mention how warm and fuzzy I felt when you said you know me :)

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The latest news...

 

The committee didn't green light the app so that avenue is out. The team is considering other options.

For my part I just press on as before with a plan to adapt as necessary.

As some the principles will be offline due to other commitments no deadlines loom large on this project so my focus remains on brainstorming, conceptualizing, research and development.

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Which app?

 

Iwould go with unity nowadays.

 

Fuchur has a sescription how to handle this path.

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Which app?

 

See the first post. (I'm limited in what info I can provide but It's an app related to medical education)

 

I'm inclined to use Unity (especially since their latest release!) but one of the more recent responses from a lead asked, "Does it have to be Unity?"

I haven't responded to that query yet but while it doesn't have to be any particular software but it does need to be 'something' or else the project won't go anywhere. ;)

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Well then, we'll start learning Javascript. Or as it's called in Unity...UnityScript. ...Sucks! Not gonna do it!

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So lets see the model already. Really, I'm eager to see what you have come up with. Not just a big executive decision to use Unity.

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So lets see the model already.

 

No can do. While I haven't signed an NDA, I agreed not to publish specifics about the project when I signed on to the project.

I asked here about game development software because folks here in the forum are more knowledgeable about that subject.

As for what I can share; it's a game app (in the very initial stages of development). It's related to the medical field. That's about it for the present.

I don't want to make it out to be more than it is or make it sound like something of interest... what can I say except 'currently it isn't'.

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So a digital version of the ol' Operation "board" game...I get it. Why not a Hungry Hungry Hippos app? But then...it would work better with a big square pad...with holographic projection (glasses not included:).

 

I like the "Top Secret" approach. Don't tell anyone anything! Seriously! Let them hack it. Then you're dealing with the real McCoy. Smart.

 

I've got a JavaScript learning book, but not sure if I should waste time with it at this point...It's like 8 years old.

 

Oh! Battleship app!

 

I'm sticking with the simple (ha!, that's still just so funny!...simple) app to play animations. Sort of like something that folks could just veg out and watch...as they do with TV. So it can't be crappy the content, really...considering the competition.

 

Still, the ultimate is riding in the Millenium Falcon shooting Tie-Fighters. I just want in on the sound effects.

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