I know that this is probably a very, very basic question but I'm very new. Basically I want to create a platform that my character can walk on. Almost like in the game "Flappy Bird" but, I want it to be a walkable platform. Is there any way I can create a "line" that stretches out infinitely. I've seen this, but it's for iOS and isn't a flat line. I've tried researching, but I haven't seen anything that appeals to what I'm looking to achieve. Any help would be great. As a heads up I'm using libGDX Also leading me to any tutorials for something similar would be equally appreciated.
There is a tutorial to create an exact copy of flappy bird
http://www.kilobolt.com/zombie-bird-tutorial-flappy-bird-remake.html
Could you modify this to create your walkable game?
Related
I am very very new at java (as in, I took one beginner course) so please don't get super technical when answering me.
Earlier today I learned how you can load an image in java and display it in an applet.
I found a step-by-step youtube video that helped me do this.
Now I want to know how I can load an animation in java. Is that something that can be done? And can I get step-by-step instructions on how to do it? Basically, I already have a short .wmv file and I would like to display it when I run the program.
It also has audio that I would like to play along with it.
(i'm actually trying to make a video game with an animated character. java can be used to program games, so this should be doable, right? i don't care about making a game the "right" way or the way game developers usually do it, right now i just want to figure out the simple task of displaying an animation in java.)
thanks!
First of all, the wmv extension stands for video, and an animation is not a video. Its either a spritesheet, a gif image ect. In order to create a even simple animation, you must first learn some basic object oriented programming, become comfortable in creating and using classes, than you can advance to making your own class for taking care of sprites and cutting an image in a way that you can use it ect.
Example of a simple spriteshet:
This spritesheet is an simple image showing you one way to implement your 2d animation. You just have to cut the image parts from it using some rectangles. For 3d, you must use some other software and you must know that they use different kinds of extensions.
I wont dive into code, for the simple reason that I do not have time right now, but if you want further help, give my some contact like skype, facebook ect, I would love to help.
You could try the Java Media Framework javax.media.*. (caveat: rather old framework)
It appears you simply need to embed a media file such as video or audio into an applet. This can be achieved through a player embedded into an applet, similar to an individual frame or a .GIF file, that would be able to handle the .WMV extension.
Assuming awareness of the basic structure of a Java program, the main declaration to get an instance of a player is of the generic form, after:
player = Manager.createRealizedPlayer( mediaURL );
or
player = Manager.createPlayer( file.toURL() );
Good idea to go through the JMF documentation.
I'm trying to create an arcball camera for use in my 3D Android game (note: I am using the libGDX framework)... I am having trouble figuring out how to go about creating it. I can probably extend the current PerspectiveCamera class in libGDX and add some logic to handle the arcball rotations around a sphere, but I need an explanation about how it works. I am still learning OpenGL ES but I think I'm at a good point to attempt this.
I found your question and this (stackoverflow) answer while looking for the same thing myself.
I haven't tried the code out myself yet, so I can't confirm whether it works or not.
I'm going to need something similar myself for my game idea, just wanted to make sure I've got everything I need ;-) .
Let us know if this does the job.
Cheers
I am creating a game where the user can move certain objects into others (these are rectangles), however I only want to be able to enter the rectangles through one side, and it will be blocked by the rest.
I have no idea how to go about doing this, I have googled and found nothing that will help me understand what I need to do. Also, how would I go about doing this if the rectangle was at an angle, say 45 degree slope?
Any help appreciated.
Thanks
Tom
Tom, if you are new to Game world you need to search more about game engine for android.
Actually you need to search more about collision detection in android.
for more help try to read more about this game engine :
http://www.andengine.org/
there are lots of engines but you need to learn them.
Regards,
I'm developer of game Space STG II for Android phones... and I want to add to this game new option. To do this I need to know how to do movable screen. I want to do a battle like in Heroes Might & Magic, but in mobile phone screen is small... I don't know how developers show only a part on screen of all things on map. I want to make a small map in corner which show which part of map is shown on screen.
I can't find it :/ I spend 2 days and I found only 2d tile moving, but I need smooth moves. Please help. I will give activation codes for Space STG II for help.
This question is rather vague, and so in return I can't reply with more than a vague answer. Adding this new feature to your game is very specific to how you wrote your game to begin with. If you used bad coding habits, it's going to be very difficult. From what I gather, you are trying to add a mini-map in the corner like many games have. If your model of the game and view are intertwined, you're going to have issues doing this. If you used a design pattern like Model-View-Controller http://en.wikipedia.org/wiki/Model%E2%80%93view%E2%80%93controller it would be easier to add another "view" of your model and implement it as the minimap. Sorry for the vague answer, but I don't have much else to work with seeing as you have a specific question with not many details of how your game is written.
If you're writing OpenGL code, its extremely easy- just draw the scene and move the camera to look at whatever location you want. Scrolling means moving the camera and will be smooth. Note that a tile approach works fine with OpenGL
If you're using some other 2D API, it might not be that simple. You could try to look up algorithms yourself for how people implement scrolling in widgets (think- how do people make a listview?). You'll come up with something.
Edit: If you do accept this answer, I don't really want your activation codes. Thanks anyway.
I'm coding a programm, that will produce 3d coordinates for a rocket and I would like to do a rudimentally graphic output for this.
it just has to be scaleable and rotationable, so that you can change the view manually.
the postions should be connected by lines and
it ould be nice to have spheres for earth and moon ( and perhaps addtional celestial objects).
I think, there should be some ready stuff for this kind of plott already available, but I couldn't find one.
So that's why I'm here to ask you, if you know such a thing.
and if there isn't I would kike to ask you how a bignner like me should start this?
I ust coded for console apllications, because there was no need for a real graphics output.
thank you in advance for any tip! :)
Andreas
I don't think there are sand-box ready things you can use to draw customizable 3d objects in Java, if you can live without strange things you can you just a graph library able to draw 3d graphs like for example jMathTools (link).. otherwise you should go into J3D with opengl and similar things.
I don't think they exist just because doing simple things is trivial if you work with OpenGL or similar APIs..
Doing what you need with OpenGL is not complex at all, just a GL_LINE_STRIP to draw the trajectory and some primitives if you need earth, moon and so on.. rotating and scaling come implicitly moving the camera of your viewport..
Take a look at: Java3D or JOGL
I can't believe nobody has mentioned this yet, but the NASA WorldWind project seems like exactly what you need: http://worldwind.arc.nasa.gov/java/ You can extend it with JOGL if needed, or you can use some of the vast modeling objects already available to mark trajectory and location in 3D coordinates, complete with zooming/rotating and the like. Having accurate Earth layers is nice as well =)
Use JOGL! It is easy to install, and if you know Java it should be easy. There are a few things in JOGL that require you to be decent in trigonometry. This tutorial might help you get started: http://www.youtube.com/watch?v=rT02jFYrXv0