Browsing all 5 posts in Android.

3

Flash Mobile Drawing: Graphics Source Code

This is an update from the original article Flash Mobile Drawing Performance: The Best Way? I promised some code showing how to implement the ‘graphics.rect’ solution mentioned in various other articles.  First, some quick notes: All class files have been flattened down to one so it is easier for anyone wanting to test it out. [...]

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AndEngine Tutorial #2: Flipping a Sprite’s Orientation

Do you have a character that needs to be drawn facing right or left depending on what direction he/she/it is heading?  Then you will want to learn how to flip the character so you don’t have to manually flip that asset in Photoshop and double the file size and complexity of implenting the character graphics. [...]

1

Choosing Your Next Verizon SmartPhone

If you are a Verizon customer and in the market for the next wave of smartphones, you may want to check out this infographic from androidguys comparing your likely 3 best options. In short, I really don’t believe there’s a wrong direction to go if you’re in need of a smartphone now.  Personally, I’m waiting [...]

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AndEngine Tips and Tutorials

This is the start of series of tips and tutorials for Android development using the AndEngine game engine. As I learn little things here and there I will do my best to post that knowledge both to help others learn how to use this great engine and at the same time provide a knowledge base [...]

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AndEngine Tutorial #1: Texture Size

Textures are clearly a very important part of building any game. One concept that often trips up developers is the idea that texture sizes must be in powers of two (an OpenGL ES limitation). What this means is that the width and height values have to be 2, 4, 8, 16, 32, 64, 128, 256, [...]