Showing posts with label andengine. Show all posts
Showing posts with label andengine. Show all posts

Thursday, September 13, 2012

Updating AndEngine

Recently I decided update my version of AndEngine to GLES2 (before I was using GLES1) and as a result a lot of my code broke. GLES2 has actually been out for some time, but when I first started with AndEngine, I grabbed the first version for whatever reason and it worked so well I never really needed to upgrade. Fixing the errors is just a matter of changing some syntax mostly, but it promises to be a pretty tedious task. I've also run into a couple issues so far with some timer stuff. Because of this, I haven't actually been able to fully test play the game I'm in the process of converting. I'm a little worried that things might not work as well, which would be awful since they were working great before the AndEngine update. Fortunately I made backup copies of all my current AndEngine projects, so worst case scenario is I go back to GLES1 for my current projects, but use GLES2 for any future ones.

Additionally, I've been revisiting the Nail Polish Cataloger. I am attempting have it create a lower res copy of any image you select to attach to an entry. Then the original image can be deleted and the version being used by the cataloger is in an NPC image folder on external storage. The copy will be lower resolution (the app never actually shows the image at a high res) so that your external storage won't get filled with a bunch of large image files that are potentially still on your phone. I'm running into issues with this as well. I can save the copy just fine and have it linked to an entry, but so far the image is always a really small (much smaller than I want) sized image. I'm hoping to have this issue solved soon and working properly in the app's next update.

Wednesday, March 21, 2012

Playing with AndEngine

I haven't really been messing with any games much lately. I have been tweaking my maze game a bit, trying to get the zombie movements working better and better encapsulating some stuff. The zombie stuff is just kinda boring though. I've done it all before, I'm just translating it in to Java and integrating AndEngine. So, I need to take a break from it every once in a while.

Two days ago I stepped away from working on the maze game to play around with another idea I had. I want to make an app that is a collection of at least four circus/carnival themed mini-games. Yesterday I made one where you have to juggle a couple balls for as long as you can. Its working pretty much how I want it to (still need to add in a pause menu and a reset function) and it is fully playable, although not particularly good looking. My longest time is just over three minutes. I'm still brainstorming some simple little carnival games that I can add. I'm thinking maybe a whack-a-mole type game or something. I expect this to be a project that I play around with when I'm taking a break from other, more involved games. It is also serving as a way to experiment with some of AndEngine's physics features.

Thursday, February 16, 2012

New Posts and New Games

I don't quite expect anybody to read this, so I suppose it will act more as a journal of my game development progress than anything else. I've been playing around with java and working on mobile games for the Android platform. Prior to starting work on Android apps I had no experience with Java, but had a strong background in C++, so the biggest problem has been getting used to the new syntax.

I started by making a couple games with basic Android layouts and image views. Little puzzle games that didn't involve anything fancy, but were fun to play and worked pretty well. With the help of my friend Tia working on the graphics for the games, they turned out pretty nice. My first game, Color Coder, is in the Android Market.

I've since moved on to working with AndEngine in the hopes of making more complicated and visually better games, using crazy new inventions like moving, animated sprites. AndEngine is a great resource for people like me, that enjoy working on things such as game logic, but very much dislike working on low level things like getting sprites to animate properly or having them react to gravity.

The current game I'm working on is a bit like Bejeweled in the fact that tiles will fall and chain with each other in a similar manner, but the game is played in a way that is different enough to set it apart from Bejeweled clones. Its working for the most part as of this post, but I have yet to add scoring or a timer, so right now its an infinite play game with now points. Games don't have a point if they don't have points, so I'll be adding a scoring system later today. The game also isn't much visually since it is currently comprised of sprites and backgrounds made using my awesome MS Paint skills, but the sprites are good enough to tell what you are doing until I can replace them with good looking images. I've already pseudo-coded most of the scoring algorithm, so it should be pretty smooth to add it, and once I put a timer in the game, it will be fully playable though subject to future tweaks.

I'm feeling pretty excited about this game, and really looking forward to working more with AndEngine.