Sorry about the lack of updates and additional tutorials lately. I have been busy trying to finish my first android game with my fiance.
I have been learning how to program using the libgdx game framework, and it makes the whole process of programming an openGL based game much smoother.
It’s a game used to create your own avatar, somewhat like a virtual barbie dress up game, so aimed more at girls. It is really more of a “toy” than a game as of right now, but we do have plans for adding goals, rewards and feedback to convert the customization system into a game with many hours of re-playability.
I will be posting tutorials on how to use it to create your own android games in the next few posts.
In the mean time, check out the android app, let me know what you think and provide feedback!
Our company website:
The link on the app store:
This article will show you how to add user input to control the “hero” object created in the previous article.
Additionally, we will add an enemy that will wander back and forth, stop and reverse direction at the ends of the screen, and will bounce up the hero when jumped onto.
When I found out the author of the largest Flash game development blog had written a book, I was very eager to pick it up and try it out.
(his announcement on his blog HERE)
Emanuele’s blog has been around for many years, and he has great information from starting out in actionscript and beginning game programming, all the way up to developing complete games, using 3d and physics engines.
The purpose of these articles will be to make a basic side scrolling type game using Box2d to handle collision detection.
This article will show you how to set up a project with box2d, and start creating objects to be used in a side scrolling type game (such as Super Mario Brothers).
What is the Asus EP121?
The Asus EEE EP121 tablet/slate is a great multi-purpose device.
For artists, it has a 12″ wacom screen that has 256 levels of pressure sensitivity.
For people looking for a tablet or new laptop, it is a lightweight, relatively high resolution full windows device, with bluetooth hardware keyboard, that accepts up to 10 finger multitouch. Use it as a tablet, use it as a laptop, the power to do both!
For hardware buffs, it has a 1280×800 touch(capacitive) and pen sensitive (electromagnetic) input screen, with potentially a 64GB SSD (solid state hard drive), 4GB DDR3 ram, 802.11n/g/b wireless, 4.5hr battery, stereo sound, 2x usb 2.0, 1 mini HDMI port, and a 2MP camera.
An in depth review of my experience using it as an art tablet and a laptop+ conventional tablet follows.
In the last section, we created a way to detect collisions, created particle explosions, and broke the asteroids up into smaller pieces when hit.
In this section, we’ll keep track of the lives, score, make levels, and create a GUI for starting, restarting, and pausing the game.
In the last section, we created an asteroids class to easily create a variety of asteroids, as well as move them around on screen.
In this section, we’ll create a way to detect collisions between the asteroids and the ship or bullets, and create particle explosions when the collisions happen, as well as break apart asteroids upon collision.
In the last section, we created bullets, and a method of wrapping the ship and bullets to the other side of the screen when they reach an edge of the screen.
In this section, we’ll create an asteroids class that allows us to make a variety of asteroids quickly and easily. We’ll also move them around, and wrap them on the screen.
One of my favorite Actionscript game programming blogs is http://www.emanueleferonato.com. He has been around for quite a long time, and when I decided to go into flash/actionscript from C++, for game programming, his old posts were invaluable.
Check out his book, if you’re interested, let him know, or pick up the book!
$25 for the ebook, I’m going to buy+read it, and next week post a review. Surely another great book to add to your collection, from one of the internet’s experts on Actionscript game programming!
Have you ever accidentally hardcoded information into your program, to later realize it would be easier to not have to compile for small changes?
Storing information in XML allows you an easy way to change parts of your program, without needing to re-compile.
You can store entire levels, character definitions, and directions to artwork from xml.
This enables you to create a fully functioning game or application, and make it easy for yourself or other people to change the content of your program.
This tutorial just shows you how to create an xml file, put information in it, load it using actionscript, and run the program based off the content of the xml.
We will be creating a small “side scrolling” game. It is by no means complete, but should show how you can store game information in XML.