[android-developers] Re: 2d game development

2011-03-21 Thread Riyad Kalla
Any game engine you look at will have a considerable code base... that
is like asking "I would like to do a GUI" and someone suggesting Swing
or SWT to you and you saying "My god the API is huge!"

Yes... they are... they cover a lot. Everything from 3D/2D
abstractions to file I/O.

libgdx has a good number of games in the market place, you can check
the "Showcase" forum for examples of Apps people are working on.

AndEngine is another one and if you don't mind paying a licensing fee,
Unity I believe has a preview Android version, but it's not cheap.

Alternatively, you can just hand-roll something yourself ontop of
Canvas and learn all the ins and outs first THEN find the game engine
that solves your biggest headaches for you, that way you don't waste
your time learning an engine that isn't making your life easier.

If you are just learning, I always think learning the "bare bones"
approach to things first before learning a framework is best so you
understand who-does-what.

Just my 2 cents.

On Mar 21, 2:10 am, a a  wrote:
> 2011/3/2 Riyad :> In addition to TreKing's reply, you will 
> want to decide if you are
> > going to hand draw this stuff or use OpenGL, I'm going to assume you
> > will be using OpenGL if you want lots of layers and spirtes moving
> > performantly across each other and possibly add some effects.
>
> > So the next part of your question is "how do I get started with
> > OpenGL" -- I'd suggest searching around for it, and you will probably
> > want to start with a good game engine that'll make your life easier;
> > some framework that makes loading images, animating them, etc. etc.
> > easier.
>
> > For that, I'd look at libgdx as a jumping off point.
> >http://code.google.com/p/libgdx/
>
> My god, this code is too large, as a new member game developer, it is
> very hard to understand.
>
>
>
>
>
>
>
> > The forums for the engine are fantastic:
> >http://www.badlogicgames.com/forum/
>
> > and the wiki is chalk full of information:
> >http://www.badlogicgames.com/wiki/index.php/Main_Page
>
> > If you have done Java 2D in depth before, a lot of that knowledge gets
> > you off the ground pretty quick (as far as being familiar with how
> > graphic basics work, painting, etc.) if you have done very little Java
> > and no Java 2D, you'll want to grab a good OpenGL ES book and start
> > from scratch. Just get familiar with things.
>
> > and after you get through the first few tutorials, write the next
> > Gears of War for Android, shoot for the moon!
>
> > On Feb 25, 9:43 pm, CONORxx  wrote:
> >> Is it possible to create a 2d, touch based game for android devices
> >> using Eclips and xml. And where about do new comers go to learn to
> >> write the xml code for android apps and games.
>
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[android-developers] Re: How is your sales model changing with the introduction of Android 3.0 and tablets, or is it?

2011-03-20 Thread Riyad Kalla
Agree on #1; this is how every iPhone/iPad app does it and so far the
iOS ecosystem seems to be doing just fine. I've rebought apps on my
iPad to get the "HD" versions of them and expected to repay; it was a
bummer, but I didn't lose sleep over it. I think the analogy to DVD/
Blu-ray was pretty much spot-on; if you want two copies, go for it.

Q: What *does* happen to a standard app run on the Xoom? Does it scale
like on the iPad or does it actually run the app normally, just on a
much bigger screen so you have a lot more whitespace and UI gaps? Or
is the issue the added UIs for the new app management/task-switching
and all that?

On Mar 19, 2:42 pm, Alessio Grumiro  wrote:
> Maybe it depends by your application, but i think it is better #1.
> You have to manage 2 different applications: phone version and tablet
> version.
> Consider environments: you can read football news on your mobile phone while
> your are on bus. Usually you use tablet in office or at home, so your are
> sitted, no noise, more concentration.
>
> No consider if your user has, already, payed for phone version.
>
> 2011/3/19 Chris Stewart 
>
>
>
>
>
>
>
> > In many ways, using the compat framework makes me a little nervous.  The
> > ApiDemo I looked at had an overarching Activity that managed two fragments
> > and while it was a simple example and only had a few "is landscape, do two
> > fragments, else, do one", I can imagine a real world app being far more
> > complicated to migrate to that model.
>
> > I'm curious how many have taken the approach of having both "modes" in one
> > app.  I would love to hear some experiences from having made this migration
> > to the compat framework.
> > On Mar 19, 2011 4:10 PM, "TreKing"  wrote:
> > > On Sat, Mar 19, 2011 at 12:48 PM, Chris Stewart  > >wrote:
>
> > >> Anyone have any comments on this quote from me?
>
> > >> "I do think it's important to note that if you follow approach #1, users
> > >> that purchased your app will still have access to it on the tablet, it
> > just
> > >> won't be tailored to that device's experience. I'm not sure that asking
> > >> them to pay for the additional work you put into a tablet version is a
> > bad
> > >> thing. It works that way on the iPad, with no issues."
>
> > > I think having a separate tablet version that costs more, if that's what
> > you
> > > want to do, is fine. It's like selling a DVD and BluRay copy of a movie -
> > > same product, different platform, where one costs more because it's
> > bigger
> > > and better. If you want both, you have to pay for both.
>
> > > And if user is *really* unhappy about this, you can just refund their
> > > original phone version purchase and have them keep the tablet version, so
> > > they're only paying the difference (as was mentioned earlier) for the
> > > "upgrade".
>
> > > Do it, go.
>
> > --- 
> > --
> >  > TreKing  - Chicago
>
> > > transit tracking app for Android-powered devices
>
> > > --
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[android-developers] Re: Canvas frame rate very choppy in Live Wallpaper

2011-03-20 Thread Riyad Kalla
Jeffrey,

To what Peter said, mobile devices are very fill-rate-limited (at
least these current gen of phones) so depending on how you are
repainting that image over and over and over again to the Canvas, that
could explain the speed issue.

If you tried a tiny little 16x16 icon and it went much faster with the
same code, then I think you've found your culprit.

Regardless, Peter's approach sounds like the right way; upload image
data to the GPU one, then just move your "view" of it around in a
circle, panning across the image.

On Mar 19, 3:07 pm, Jeffrey  wrote:
> I'm trying to make a simple (or so I thought) live wallpaper that
> takes an image and moves it slowly in a circular motion, to make the
> picture seem less static and more like looking out a window. I took
> the live wallpaper tutorial from the SDK and stripped it down to the
> bare bones so I could add to it. But the issue is that no matter what
> size the image I'm moving, or what format (drawable or bitmap), it is
> only getting about 3 fps.
>
> I don't know what to do to make this run faster, I have very limited
> programming knowledge so I don't know if I'm missing something stupid.
>
> Also, this is the code I'm using to calculate the circular movement:
>
> int NewX = (int) (OffsetX + Math.sin(Dist)*19);
> int NewY = (int) (OffsetY + Math.cos(Dist)*19);
>
> where Dist is the speed it's moving and 19 is the radius of the
> circle.
>
> Is there an easier way? I looked into Tween animation but I don't know
> how I would implement my circle code into it.

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[android-developers] Re: Is anybody using amazon S3 for uploading files from android?

2011-03-20 Thread Riyad Kalla
Can you ever get the upload to work? If you run it on the emulator? If
you run it on a device but use WiFi instead of the cell network?

Are there any differing scenarios where that same code will work or
not work?

Have you tried downloading the file from S3, renaming it to JPG and
seeing if it is valid/corrupted/nonsense?

Are the uploaded files (no matter which image you use) always 32
bytes? That might imply an error message is getting streamed to S3 and
not the image data itself in which case reading it might help you
figure out what is going on (e.g. permission issue).

On Feb 23, 11:48 pm, ishwarya  wrote:
> Hi there,
>
>             I am trying to upload image file from my android app to
> amazon s3.The problem is that the files are not getting properly
> uploaded to S3.
>
> I am using PutObjectRequest as follows to upload file to S3
>
> PutObjectRequest p=new PutObjectRequest(String
>
> Bucketname,Stirng key,InputStream in,ObjectMetadata metadata);
>
> Upload myUpload = tx.upload(p);
>
> //In ObjectMetadata argument I am passing only the content length
>
> When viewed through AWS management console to check the properties of
> the uploaded file, I could see
> only 32 Bytes of 5.2 KB image file getting uploaded.
>
> Also, under the Metadata tab of the file in the AWS console, I am able
> to see the value of the file as "application/octet-stream" instead of
> "image/jpeg"
>
> I tried doing Multipart upload but it seems to be complex.
>
> Could somebody help me with this???
>
> Thanks in advance.

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