while the development of AndEngine obviously didn’t stand still the last weeks and the List of AndEngine Apps and Games is getting longer every day, I took the time to make a game on my own.
Gravity Collector
“Simple yet addictive” – Collect the glowing spheres by changing the gravity and using the anti-gravity-boost. 50 Levels, more added weekly and you can even build your own!
Price: 0,99€ ~ £0.81 ~ $1.26
The game uses the a lot of the features AndEngine provides, like:
recently I sent the old Box2D-Wrapper to trash and replaced it with the fully featured Box2D-Wrapper from the libGDX-project created by Mario Zechner. The great thing about this is that now also Joints are supported. See the following video of some strong revolute joints kicking some objects around
following is a tiny racing game implemented with AndEngine. Its about 250 lines of code long and took approximately 2 hours to implement (including graphics).
I finally found the time to upload the following video, that is showing the support for TiledMaps, a grid of small tiles making something bigger than the sum of its parts.
The format I chose (better to say ‘I was made aware of’ ) is the TMX format. TMX is a XML based format, that is mainly human readable but still has very small file-sizes. The biggest plus of the TMX format is that it has a fully featured and easy to use cross-platform Map-Editor called “Tiled”, which can be obtained for free here: http://www.mapeditor.org/.
recently I finished the AndEngineMultiTouchExtenison. It’s an extension as MultiTouch is only supported by Android 2.0 and higher and so it works only when the Android-Version and the Device support is 2.0 or higher.
The following video shows me running the MultiTouchExample on my Nexus, which suffers from the “poor” multitouch capabilities of the display of the Nexus.
Somebody has an Evo 4G or a Milestone/Droid? It should work perfectly with those.
yesterday I uploaded some Examples for the AndEngineExamples. Including the following ParticleSystems, that (in my opionion) look pretty cool and are just a hand full of easy code-lines!
Here is the source for the last of the third ParticleSystem:
just wanted to give you a sneak peek on what the brand new AndEngine Multiplayer-Extension.
It features a very efficient bidirectional ’message’-based binary protocol, so depending on what you plan to do, probably only latency will matter, not really bandwidth.
How did I get this idea?
Over the weekend I’ve had been visiting the DroidCamp Stuggart (#dcs2010), which was a pretty amazing event, where I gave a little presentation about AndEngine (I’ll post the slides here soon). There also was a Hackathon, where we decided to make a multiplayer card game based on AndEngine. Basically every player sees his own deck of cards on his screen, together with the shared stack where all players can drop cards onto.
Due to AndEngine, the graphical part of the game was not the problem, so what we had to implement was a form of Client-Server-Communication, which took us about 2 hours to ending in a not so generic way. At some point I remembered that I already had done exactly that before (yeah I have a bad memory, I know), for my Android-to-PC remote control AndRemote. So today I sat down 2 hours and made the code a little more abstract and while I was mostly deleting AndRemote-specific classes, I could reuse 99% of the code without any change (felt pretty good actually =D ).
I’ll commit the code of the Multiplayer-Extension to Google Code as soon as possible, which is, when I have completed the final tests.