Tag Archives: android

Biosphere V. 0.0.4

Biosphere V. 0.0.4 – Multi-Touch And On Screen Joystick/D-Pad!

Joystick/D-Pad thingy

the character’s way of movement had passed a many evolutions, it started as simply using the volume up/down to move it (mostly because i was lazy to implement something bigger.. like touch screen…) then it passed to moving in the direction the finger is located relative to the  character itself, and now, finally, there is a “real” way of moving! there is now a D-Pad thing on the left bottom corner for movement, it is not what it is supposed to look like at the end, this is just my artistic skills in action! This is just a simple place holder for what is soon to be the main On-Screen control.

Multi-Touch

Now THIS, is what made everything possible! After implementing touch screen, I had to find a way to make everything compatible with each other, and the main problem was using more than one touch point at a time, and also making sure that it is not being exploit, meaning you cant use 5 fingers to dig down faster, or build structures in a ridiculous speed! So I had to make some rules in the game code, making sure there can be one finger for the On-Screen controls and one finger for the Game itself.

Well, that’s it for now, attached to this article is a picture of how the game looks like right now, I think the new blocks makes it look far better than what it used to!

4 First Blocks

4 new BLOCK types! now implemented!

It had been a long time since the last time I posted, meanwhile, I finished all the boring stuff, such as vertices calculation, texture areas, animation handling, camera settings (temporarily, it just follows the character), and much much more. Now, I finally stopped using my “creations” such as the smiley face…. for the blocks, and finally got some real blocks from Dominick, (the blocks are presented above). We have dirt, grass, stone/rock, and gold. I am now working on loading and saving worlds, AI for the enemies, which is going surprisingly good! we have a walking slime, which can walk left, right, and rest when it decides to! the slime is friendly, and soon we will add aggressive enemies.

BioSphere V. 0.0.3

Biosphere V. 0.0.3 – – Touch Points, Remove & Add Blocks, HUD, and Chunks!

Touch Points

I implemented one touch point for now, just to test character movement. I made it so that the touch point would be tested relative to the center of the camera, so if its above the center it will go upwards, underneath the center would go downwards, to the right would go right, and to the left would go left.

Chunks

So chunks are pretty simple, a chunk is simply a list of coordination for blocks, there are 10 rows of blocks in each chunk, and 50 blocks in each row, ending at 500 blocks total. I might be changing this to a different amount of dimensions later after testing it with more objects running.

Removing & Adding Blocks

To keep it simple at the beginning, I made a big loop that went through all of the blocks in a certain chunk when you touch the screen, this made it really slow because that every time you touch the screen, the loop would check 500 objects and then just erase the block when it found it. So to save time and memory, I used my math skills! I made a small function that helps me find the exact place the person touched, then calculating that into a position of the block inside the chunks, and then simply erasing it from the list.

HUD

HUD (or heads up display) is really, really, REALLY simple for now, all it is, is just a bar on top with numbers 1-10 which will soon will act like a tool bar to change weapons or items the player is using quickly. For now nothing in the toolbar is functional and probably won’t be for some time. It is using a different camera than the rest of the game, causing it to become “stuck” on the screen, and not move when the character is moving or world is changing.

Biosphere V. 0.0.2 – Testing The Limits of The Game And Efficiency!

0.0.2 – Testing the Limits!

To start off, I simply made a lot of “planes” which are really just two triangles next to each other, and tested how many I can draw until it slows down and becomes unplayable. I drew around 3000 sprites (6000 triangles!), and it started to become laggy and not so smooth anymore, also, the game had really long loading time, which is OK since it has to “draw” so many triangles and also texture them and repeat that over and over again.

Moving the Camera!

I created a basic code just to test the camera and its movement and if everything works, basically all it did was move in a path, moving right, then downward, then back left, and then upward, making a closed path which repeats itself.

 

That’s all for today, for tomorrow I plan on making the “chunks” which will be one part out of three main world components, all this class will do is handle bunch of blocks saving a lot of time and effort.

 

BioSphere 0.0.1

Biosphere V. 0.0.1 – 2D Camera and Textures!

V 0.0.1 Beginning Programming!

Camera and World

After studying around and messing with OpenGL (ES) 2.0 for a while, I finally started working on the game! (Notice, this is my first time working with OpenGL (ES) 2.0, however, I have some experience working with 1.x) So the first thing I have done, was setting up a world! Now… whats the point of having a world… if you cant see it?! So luckily, the android platform has a “Matrix” class, which does Matrix camera calculation for you, which helps a lot!

 

The “Game Object”

So, Next up, I needed something to present in my “amazing” world, which is basically like a blue sheet of paper for now…. 😛 So to test out my camera, i made an object, and how original, I chose to call it “Game Object” since its an object…. in a GAME!! now the Game Object was a challenge, I had to map the coordinates of the object, both Texture and World coordinates, so the person playing wouldn’t see the character upside down or deformed in any way, so after making sure everything works with a static texture, I also made some functions to make the static texture dynamic, and able to change the position of each object. Once the texture is dynamic, I can make animation work, and running different images for different poses of the player of enemies!

 

Textures!

So after we set up the first camera, set its dimensions, and made it 10 units tall by 20 units wide, I created a texture loading function, now what it does, is taking a simple png file, and “breaking it down” to pixels, and when we have the pixels ready, we re-draw each pixel in its certain position in the a 2D plane object using its UV coordinates which are its coordinates on the plane.

 

Summary

So all I did today was setting up the basics which are the world, camera, and a basic plane to be presented on screen.

 

I didn’t go much in depth with everything because there is a lot to talk about, if there is any kind of tutorial that you guys want, just leave it in the comments or email us directly at Games@isolatePixel.com

BioSphere 0.0.0 – Choosing Development Tools and Getting Ready

First day of development
    I started out by testing what I will need for a game like this. We thought about keeping it simple and using “Canvas” which will do basic drawing and can handle basic movement and touch points. However, we didn’t want this to be just another “simple android game”.  I started out by asking the Lead Artist and Game Designer more questions to get a more clear view of how the game should look like and how the Game-play should feel like, eventually we got to the point where I didn’t think that a basic Canvas would fit the needs of it, we wanted something bigger, something better and more effective! this is where Open GL (ES) came in the picture! I started making my research about OpenGL (ES) since I only got to use it once or twice in my past. After a long time of researching, I started to get the hang of it and did some experiments with the triangles and “hello world” projects figuring that OpenGL (ES) will be a perfect environment for us to work in.

 

Next, we had to figure out which OpenGL (ES) Version would fit us best, 1.x (which consists of 1.0 and 1.1) or 2.0, which is completely different and that I never had a chance to test. We got to a conclusion finding out that 2.0 would be better since we would like to mess with more shaders and handle more objects on screen at one time to make the game experience better, and OpenGL (ES) 2.0 was the best solution out there.

 

Also, we didn’t want to use any other game engines such as AndEngine and others because we wanted this App to be completely, 100% us, and make it more challenging, thus making us have the need to learn more and provide a better app for you guys!

 

BTW, I am using eclipse with the ADT plugin to develop games for the android platform using the android SDK on a windows 7 computer, thought some of you programmers out there might want to know this, so here you go!

 

In the next post, I will most likely post some screenshots of how the game is coming to be! So stay tuned!

Starting Project OGC (BioSphere)! A New Android Game!

We are working on our first android game!

  • We don’t want to spoil too much about the game, but stay tuned for more updates coming really soon!
  • we will post information every time we have more of the game done, starting from scratch!
  • The whole engine will be made as we go

 

On another note…

If any of you guys want to know how to program, or see us working on this in action just tell us!
we will probably start a youtube channel pretty soon, so stay tuned.
in the YouTube Channel we will show….

  • time-lapse of the programmer in action making the game come to life!
  • We could do some tutorials for you guys covering java, php, js, sql, css, basic c, basic c++, android (java) and much more!