[Insert a Title Here]:
[UPDATE 29/05/2012: Added an extra Bonus chapter about creating explosions with particle system]
[UPDATE 24/05/2012: I changed some stuff in the EnemyLayer class and added a whole new section at the end of this tutorial, make sure you have those changes before submitting bug reports :P]
Well .. didn’t know what to call this title so yeah .. anyway, this project will be my own space invaders clone , it’s not the whole thing but I had some stuff in mind before doing it and they were accomplished here, so here they are.
- Make a game without using any external images [I do put weird challenges for myself I know]
- Make sure that the game code is neat and well written in OOP
- Include at least a full structure of the game , doesn’t have to have everything working though
Not using sprites got the advantage of reducing file size .. but I can assure you that the final project looks ugly :P.
I also used this project as an excuse to use AndEngine GLES2.0 and get used to it [I started with GLES1.0 then ported it to GLES2.0] so if you are just learning about andEngine you can start with this project directly with using AndEngine GLES2.0 [even though I do recommend going over my list of tutorials if you haven’t already].
I should also note that this tutorial could be kinda dull at the beginning [till the writing of this line , I’m not sure how I’m gonna organize the tutorial so let’s hope what I write would make sense].
I woke up that one day and decided that I should switch to AndEngine GLES2.0 , couldn’t find any tutorial on how to do that [well .. it’s not that hard to be honest].
As that I’m gonna use that, I thought that I should probably write a small tutorial on how to get that set up so my future tutorials works[I haven’t abandoned this blog yet :P]
Aaaaaand I finally managed to start writing this tutorial .. sorry for the delay [was busy wasting my time and others’ too].
if you haven’t checked my previous 2 tutorials, you may need to do so to keep up, this tutorial will continue after my second one:
1 – AndEngine Simple Android Game Tutorial
2 – Simple AndEngine Game V1.5 [using pools]
This tutorial will cover:
– Moving Sprites with touch [follow your finger]
– Animating Sprites [AnimatedSprite]
– Enabling MultiTouch
– Simple Cooldown class
– Moving background [AutoParallaxBackground]
If you lost your project or modified it, you can download the one I provided at the end of the pools tutorial which I’ll base my tutorial on.
One final note, the Sprites I’m providing will be to support the hdpi resolution [480*800 to be precise] and may not [won’t] look good on other resolutions.
This is not considered as a whole tutorial, this is some kind of fixing some stupid stuff we did back in the the previous one and caused android to struggle [sorry android >_<] and reduced performance
If you ever checked the logcat while the application is running, you may have noticed that the Garbage collector was running a lot , that’s because we were creating objects and just leaving them floating around, when the android system needs extra ram [or when it just decides that it wants to run the garbage collector just for the heck of it] it’d remove those objects we created and we create some more .. so here we are presenting the solution for this:
WARNING: This is an outdated tutorial for the old AndEngine GLES1.0, if you want a tutorial for the new GLES2.0 then Check my Jimvaders tutorial ..
After playing around with the Android SDK , I thought that I should give game development a test drive. After giving Cocos2D a test, I faced the problem of online support, almost all the tutorials I found online were for the iOS version.. so I looked for other Engines made for Android.
AndEngine is an awesome game engine I found, but I couldn’t find a whole game tutorial.. so I thought that I’d port Dan’s simple Android Game tutorial (that’s actually ported from Ray’s iPhone cocos2D tutorial)
This tutorial will cover:
– Adding/Removing sprites
– Using timeHandlers
– Moving sprites
– Using Sound/Music
– Pausing/Resuming your game
– Simple collision detection