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Artstudio lite four android
Artstudio lite four android








  1. Artstudio lite four android update#
  2. Artstudio lite four android Patch#
  3. Artstudio lite four android android#

I tried several things but this was something that was so easy and given to me from iOS I didn’t want to reinvent a wheel, so I came up with a couple other solutions, and finally settled on a type of back buffer.

Artstudio lite four android android#

However on android you can’t as it’ll lock up the cpu and display trying to call that so often. Texture->begin() sSprite->visit() texture->end() Įvery frame, as it was used for drawing. That first is what required a device as it would crash the emulator. Could be something to look at in the future for myself.Īndroid has some major hardware issues with openGL, CCRenderTexture was a painful one. As once you create your project your link to the git repo is lost.

Artstudio lite four android Patch#

I just wish it was easier to patch when you’re mid project.

artstudio lite four android

Since cocos2x is a living source code, it was a painful exercise, but definitely one that was important, and I recommend people using the newer versions of the lib when starting out because of the many features coming into play.

Artstudio lite four android update#

Throughout the project I had to update our cocos2dx project a few times. And using JNIHelper was much easier, making future additions a small feat. But once it all came together the later pieces were better. Saving images was that first thing I implemented and it was painful, trying to figure out the connections from android, java and c**. Mid project I updated to 0.13b and found using JNI was now only an hour long process versus two days my first time. 7 I believe, and had written my own notification center, and didn’t have any clue on JNI. All these things are easy on iOS, on android a bit different. We have pop up messages, we save screenshots to your device, and we open web pages. I attempted to try to use sprite sheets in the /res folders for hdpi, ldpi, etc, but it didn’t work for some reason, and I didn’t want to waste too much more time chasing it.Ī couple things our app does that required some JNI. I could have taken the logic further to support different sprite sheets, etc but we’ll see how the app does first. Especially as this is ad-based so the ad banners appear different sizes on different devices. The dynamic drawing worked in the cases I tried, but it was a very painful exercise in shifting pixels left and right for about two whole days. I then would use the emulator to test WXVGA 480x800. As my main market for iOS was tablets, I picked up a cheap android tablet which was 1024圆00. I found out 1 week into developing that you can’t use the emulator for some openGL calls, as it would crash it.

artstudio lite four android

To limit the huge number of options, I just supported minimum 800 width, this still left me with according to google, 1154 supported devices. So I had to dynamically generate the backgrounds and the game fields depending on the screen size. There are so many permutations of devices it’s impossible to use static images. Android, on the other hand is a different beast. That’s really just 2 different resolutions, then I have zwoptex sheets to do the 2x graphics. All in all it took a total of 3 weeks to complete learning cocos2dx, jni, android.Ī couple major things that had to be redone, on iOS I could have static backgrounds, iPhone, iPhone Retina, iPad.

artstudio lite four android

Then I decided to test doing some of it on cocos2dx, within 4 hours I had the basics of one of the games up on the screen, it was pretty impressive. The original iOS app release took me about 3 weeks of time. So a little background the app was originally created for my niece as something to draw with.










Artstudio lite four android