Showing posts with label moribitotech. Show all posts
Showing posts with label moribitotech. Show all posts

Monday, 1 April 2013

# Update - Mtx v2.1 on the way (All in One edition)


Mtx is fairly updated with the version 2.1, and added many features also there have been internal changes, Lets see what are those;

Monday, 4 February 2013

# Tutorial (Show Us The Good Series) - Jungle Game Menu


You have completed your awesome game (2D/3D or anything else) in LibGDX in your way. Now its time to polish it with interactive stuff like a charming game menu. Lets see how can we do that in only 1 day.

















Wednesday, 30 January 2013

#4.2 Tutorial (LibGDX & MTX) Test_08_SmartModels


This is where thing gets exiting. SmartModel is designed for and easy life for LibGDX Scene2D and Live Wallpaper developers. Lets talk about it.

















#4.1 Tutorial (LibGDX & MTX) Test_07_EffectCreator


Time to move on to fun stuff like effects. Effects are simply combination of Scene2D Actions. In order to prevent code duplication in everywhere. I collected useful effects under EffectCreator class, you can create effects in a single line of code and dispose them from stage if you want. It is very convenient and useful. Everything is so fast and easy to use.

















Tuesday, 29 January 2013

#3.7 Tutorial (LibGDX & MTX) Test_06_CollisionDetection



Some developers may need collision detection for actors.

 
















#3.6 Tutorial (LibGDX & MTX) Test_05_InputIntent 2


What if I just need to detect swipe intentions not minor drags on the screen. The very simple solution is again InputIntent class.

FOR EXAMPLE: When you get notification center in android, you need to drag abit longer, nut just minor drags like 4-5 pixels.

















#3.5 Tutorial (LibGDX & MTX) Test_04_InputIntent 1


Sometimes we need to detect drag direction of user (without removing finger off the screen or vice-versa), Also we may need to detect which area of the screen being touched at the moment. The solution is InputIntent Class, extremely easy to use.

















Monday, 28 January 2013

#3.4 Tutorial (LibGDX & MTX) Test_03_AbstractActors


AbstractActors are %100 same with Mtx v1.0 with additional features;

- New constructor with DIPActive (we talked about this previously...)
- Particle Ready
















#3.3 Tutorial (LibGDX & MTX) Test_02_AppSettings


Test_01 is for all tests menu screen, so there is not much talk about main menu at the moment. Here lets look at Test_02:
















#3.2 Tutorial (LibGDX & MTX) Anti-Strecth/Black Bars Formula


STRETCHING / BLACK BARS

What is the problem of all developers, definitely device resolutions. Is there a perfect fix for the problem, unfortunately NO, but we can %90-95 adopt a solution to fix this problem. Of course, there is already another solution with black bars, but we do not want that.

What are the regular resolutions, 320x240, 480x800, 960x540, 1280x720, 1920x1080 and other similar resolutions with minor changes.


If you already use the Mtx v1.0, you will see the stretch problem for the devices with different resolutions beside 800x480. But with Mtx v2.0, I created a basic idea to fix the problem.































#3.1 Tutorial (LibGDX & MTX v2.0) Tutorial Structures & Project


Since Mtx v1.0, couple of new changes made over mtx, it is now more structured. Project and tutorial style will be similar with minor changes. If you like LibGDX Scene 2D, this will make your life easier for games, games menus, live wallpapers and so on...
















Tuesday, 25 September 2012

# Game Talks - How to make $5000 monthly on mobile platforms ?

IT IS NOT WHAT YOU CAN DO, IT IS WHAT THEY WANT !

When I started my android app & game development journey, I was a experienced and very good developer with OOP and Java already. I completed large projects with success during the years.

My first attempt to android world

Theme Note (Google Play) was my first project, it was a cool project and took me about 3-4 weeks to complete. It has been around 5-6 months now and in 5 different app markets, but successes rate and earning   is ridiculous. Lifetime revenue is under $200 of this app, eventually I removed the ads and gave it to all users as a gift.

Sunday, 23 September 2012

#2.4 Tutorial (LibGDX & MTX) Test8_GameMenu

TEST SCREEN

Everything is same with previous test screens. Did you play Amazing Alex, did you see the sliding menus from both side, do you know  how easy is to implement that with LibGDX and with abit help of MTX. I also used these in my game Puzzle Slide.








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#2.3 Tutorial (LibGDX & MTX) Test7_LevelScreen

TEST SCREEN

Did I say fast before, but nothing like this. I will show you to meaning of fast. In 25 line of codes (without comments), you are going to implement these:

  • Level button table
  • Sliding animation action for the table
  • Fully customizable ButtonLevels with %100 functionality
  • Set button textures, star holders, stars or any other achievement objects you want (coins, bottles, points ...)
  • Set the earned stars from database or text files
  • Lock the the levels which you desire (from database or text file) with a texture you want
  • MORE MORE MORE...






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#2.2 Tutorial (LibGDX & MTX) Test6_CoolMainMenu

TEST SCREEN

Everything is same with previous test screens. I added a table and buttons int also, set a sliding animation to table









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#2.1 Tutorial (LibGDX & MTX) Test5_SplashScreen

TEST SCREEN

Everything is same with previous test screens. I added a loading animation which will fade in 6 seconds and auto go back to all tests screen.





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#1.7 Tutorial (LibGDX & MTX) SettingsManager - Settings, Save/Load, Wirte/Read/Change, Log

TEST SCREEN

There is no test screen or test code that I have done for SettingsManager of MTX, because it is straightforward enough, however I will talk about what can you do with it, It will make your life easier and faster by writing less and less code.


Saturday, 22 September 2012

#1.6 Tutorial (LibGDX & MTX) Test4_Animations

Important: Please download the latest test project


TEST SCREEN

I removed all the buttons from previous screen and created a clean screen, added a bat and hulk test model (Hulk test model has do nothing but extending abstract actor) and I added two buttons. DO NOT WORRY ABOUT BUTTON TEXTURES, I forgot the create new textures for the buttons. Left button turns bruce to hulk and right button turns hulk to bruce.






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#1.5 Tutorial (LibGDX & MTX) Test3_Buttons

Buttons can be troublesome, so when I was developing my games, I asked myself "what is necessary ?". Then, I have created game-specific buttons which has rich features. (ButtonGame, ButtonToggle, ButtonLevel)

General features of all buttons:
  • Set down and up textures
  • Set lock condition and texture
  • Set text with any font
  • Set external texture for different purposes
  • Each button type also has special features

TEST SCREEN

I again used previous tutorials screen, I removed one of the bats, and centered the other bat, I created new method setUpButtons() to show the buttons and their abilities. I have also created a table to add all the buttons in it.

























#1.4 Tutorial (LibGDX & MTX) Test2_AbstractActor

"AbstractActor" is extending Actor, so it can do anything an Actor can do. I just gave couple of game specific functions to Actor.

What it can do:

  • Set a texture
  • Ready to use animation state timer
  • Set a animation 
  • Set a animation momentary (We will see in animations tutorial)
  • Translate in constant speed
  • All other actions that normal actors do