Guys,
here is my 1st app on Google Play.
https://play.google.com/store/apps/details?id=vector.android.wallpaperfeature=search_result#?t=W251bGwsMSwxLDEsInZlY3Rvci5hbmRyb2lkLndhbGxwYXBlciJd
It's a live wallpaper totally vectorial. I used in it part of a game engine
I'm currently developing with my
Rikki did you do that?
I had the same problem. I wanted my app to produce a different view when
connected to the TV using HDMI connection.
Just like the youtube app. When you hook up the phone/tablet in the TV
using HDMI, the video is player fullscreen in the TV, but in the mobile
device you
Once you figure out what you want do to that you measure the time it will
take to be done :)
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Have you tried to build a singleton that carries the data for every activity
- like a context holder ?
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The issue is not how to develop, but what for mostly everyone :p
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Paste your code here...just the line where you try to create the bitmap.
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Try this:
Bitmap bitmap;
bitmap = BitmapFactory.decodeResource(res, R.drawable.image);
bitmap = Bitmap.createScaledBitmap(bitmap, bitmap.getWidth(),
bitmap.getHeight(), false); //if you want to make it scaleble
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ops, I forgot the resources:
Bitmap bitmap;
bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.image);
bitmap = Bitmap.createScaledBitmap(bitmap, bitmap.getWidth(),
bitmap.getHeight(), false); //if you want to make it scaleble
Note: If you are creating this bitmap from the class
Can you get to your resource through R.drawable.image name ?
You can get errors if you store pictures with invalid names for the
resources (spaces, special chars, numbers etc).
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Maybe, but I can't tell since I never used it.
Did the code work for you?
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It's an architectural problem.
What's your application about?
What does it do?
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I see, but it souldn't be a problem since the phones have enough memory to
load a image like that.
I'm just talking about the image, I don't know how the rest of your engine
is managing the memory.
But you said something about 200k sessions...how this sessions work?
The clients connect to a
I see...
Well I don't know the style of your game and how it was developed.
I'm developing a game engine myself and for the memory issue, we are
building a Memory Manager that knows exactly when to allocate, when to free
and when to reuse an object of the game.
The result of it is less load time
I'll post my example.
I'm creating a Bitmap object based on a PNG files in my resources.
private Resources res = getResources();
Bitmap bmp = BitmapFactory.decodeResource(res, R.drawable.image);
2011/4/14 Digeridoo eugene.ko...@bluescopesteel.com
My apologies.
I did mean
Drawable disc1
Hey u guys!
I'm also developing 2d game for android devices. I'm using canvas and so far
the performance seems okey.
I'm also considering using vector graphics ( just like flash does ) instead
of sprites.
Have you ever tried that?
Any considerations for that approach?
Regards,
John
2011/4/11
Why can't you put a method to be executed when the user touched or leaves
the screen in order to get the X and Y and verify if it happend inside the
area of interest for you ?
if not, you just ignore it.
public boolean onTouch(View v, MotionEvent event) {
if (yourRectObject.verify
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