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Artikel Tagged ‘Game’

Sparrow Framwork

10. März 2011 Jörg Sontag Kommentare ausgeschaltet

With a clean and intuitive API, Sparrow allows you to create native, fast iPhone applications. Stop worrying about iPhone giblets and start thinking about your game now!

 

Sparrow simplifies your development:

  • easy to learn and use, hard to misuse
  • pure and clean Objective C
  • blending seamlessly with Cocoa
  • no need to write any OpenGL code, but:
  • easy to extend, even with custom OpenGL code
  • allowing direct use of iPhone features like accelerometer or vibration – no need for a wrapper!
  • leveraging your existing Flash/Flex skills (no need to learn a new API!)
  • Open Source, compatible even with closed source commercial projects
  • containing handy tools like an automatic texture atlas generator

Sparrow has everything you need:

  • supports iPhone / iPod Touch / iPad
  • hierarchical display tree
  • fast and flexible animation system with custom transitions
  • each numeric property of any object can be animated
  • powerful event system supporting custom events and “bubbling” along a responder chain
  • (multi)touch events are directly bound to the display tree
  • fast texturing, transparently supporting subtextures
  • support for all important texture types, including compressed PVR files
  • texture atlas support
  • comfortable dual-resolution development for retina displays
  • manipulation and animation of texture coordinates
  • text rendering, supporting TrueType and bitmap fonts
  • easy access to Core Graphics for dynamic textures
  • supports rendering objects directly into a texture
  • easy to use, fast audio support

System requirements:

  • Sparrow runs on all hardware generations of the iPhone/iPod Touch/iPad
  • It requires at least iPhone OS 3.0

http://www.sparrow-framework.org/info/features/

KategorieniPhone/iPad, News Tags: Framework, Game, iOS, iPad, iPhone

How to Optimize Flash Sprite Animations for Mobile

24. Januar 2011 Jörg Sontag 3 Kommentare

Here are some good Links to Optimize your API:

Flash to Mobile: Sprite Animation Techniques

Single Bitmap Display Object with Blitting – 8BitRocket offers some excellent tutorials on how to achieve pixel blitting within Flash. I followed these tutorials and found that their technique results in phenomenal performance within the web browser when working with simple and numerously repeated bitmap sprites. However, even with their optimized game timer loop, their technique struggles with high-resolution mobile devices like the iPad. As a simple test, I compiled their optimized game timer loop for Asteroids as an iPad app after changing the canvas size to 1024×768. The iPad’s processor struggled to redraw the game-state (running anywhere from 5-13 fps) and resulting in a very choppy asteroid game.
8Bit’s example/code: http://www.8bitrocket.com/2008/4/8/Tutorial-Creating-an-Optimized-AS3-Game-Timer-Loop/

Multiple Display Objects that Contain Bitmaps Instead of Vectors– Since I was getting the worst performance on iPad for all of my tests, I did a search for iPhone/iPad games created with Flash. There aren’t a lot out there; in fact, I found only one that included source code: Mike Chambers “Pew Pew” game, which can be found at: http://www.mikechambers.com/blog/2010/07/14/source-code-for-pewpew-released/

For optimal sprite animation performance on mobile devices, you need two things:

1) Implement the GPU vs CPU renderer for the mobile device within the publish settings. This results in the fastest bitmap manipulation, and, on the Android, also achieves a smooth, vector-like appearance on bitmaps that have been rotated.

2) Store Sprite Animations in RAM memory as BitmapData. There are two ways in Flash to manipulate bitmap data – the draw method and the copyPixels method. The draw method can convert vector data to bitmap data, but is much slower than copyPixels method (it actually runs faster in CPU render mode). The copyPixels method is the fastest and highest performing way to manipulate sprite animations, but it only works on images stored as BitmapData.

Team Color: Any turn-based or RTS game developer will undoubtedly recognize the problem of assigning unique team colors to each player’s unit. In my PC/web-based Flash version of Hero Mages, team colors are movie clip objects within the vector animations that I simply tint the color of to match the player’s color. However, bitmap data obviously does not contain any separate structures that can be manipulated this way- so how can you assign unique team colors to the optimized sprite renders? Check out Mario Klingemann’s Selective Color Replace component at http://www.quasimondo.com/archives/000614.php

Adobe’s Developer Connection for Mobile Development:
http://www.adobe.com/devnet/devices/fpmobile.html

Android AIR Optimization Techniques:
http://www.unitedmindset.com/jonbcampos/2010/09/08/optimization-techniques-for-air-for-android-apps/

http://blog.newmovieclip.com/2010/11/13/adobe-air-mobile-application-performance-optimization-on-android/

Found that in this Forum:

http://www.kirupa.com/forum/showthread.php?p=2594452#post2594452

KategorienActionScript3, Games, News Tags: ActionScript 3.0, Applikation, AS3, Game, Technik, usefull

Flash Game Engines

12. Januar 2010 Jörg Sontag Kommentare ausgeschaltet

Link-List for Game-Engines:
http://www.flashrealtime.com/flash-game-library-engine-list/

KategorienActionScript3, Games Tags: AS3, Game, LinkList

Geräusche Memory

18. August 2009 Jörg Sontag Kommentare ausgeschaltet
>> Demo spielen <<

>> Demo spielen <<

Kurzbeschreibung:

Lernspiel für Kids mal anders hier werden die Bilder den Geräuschen zugeordnet.

Technik:

  • ActionScript 2.0 FlashPlayer 8
  • Highscore speicherung über PHP & MySql (nicht in Demo)
KategorienGames, References Tags: ActionScript2.0, Game

Teilemachen

18. August 2009 Jörg Sontag Kommentare ausgeschaltet
>> Demo spielen

>> Demo spielen <<

Kurzbeschreibung:

Die Produktionsabschnitte sollten spielerisch dargestellt werden. So entstand dieses Coffeebreaker Game.

Technik:

  • ActionScript 2.0 FlashPlayer 8
  • Highscore speicherung über PHP & MySql (nicht in Demo)
  • Guided Tour im Spiel
KategorienGames, References Tags: ActionScript2.0, Game, MySQL, online, PHP
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