Google play services was successfully implemented today, after spending weeks back and fourth trying to get the facebook api to work, we decided to abandon it and go with Google play services.
A lot of time was spent trying to get classpaths, libraries and external projects to be correctly integrated into our already programmed framework and interface, which I am not going to lie, was a bit of a hassle. The most work to get it up and running was not coding but infact trying to setup the paths correctly and make the correct settings on our google play services app account. Creating SHA1 hashes and linking apps, debugging logcat for information regarding our errors.
Showing posts with label Week 10. Show all posts
Showing posts with label Week 10. Show all posts
Friday, November 7, 2014
Fly polygon and frog jump fixed. Screen resolution fulfix.
Fixed the bug that caused the hit detection to not work. The problem was with the creation of the polygon. I made the polygon do a full loop i.e. it started at position 0, -50 and ended at 0, -50. This made our polygon collision detection not work. Spent better part of the day pulling my hair out, trying to figure this out. Since it worked for the polygon detection between the frog and the fish, I knew that the method was correct. At last, I looked for differences when we create the polygons and spotted this difference. Now it works correctly.
I also changed the frog jump calculations, removed the invisible ceiling that the frog always hit and changed the max time you can charge your jump. These changes are not final and requires fine tuning.
Lastly, I messed about and added a "fulfix" to fix our resolution problems. We now check the aspect ratio of the screen and change the gameWidth calculation based on which aspect ratio the screen has.
I also changed the frog jump calculations, removed the invisible ceiling that the frog always hit and changed the max time you can charge your jump. These changes are not final and requires fine tuning.
Lastly, I messed about and added a "fulfix" to fix our resolution problems. We now check the aspect ratio of the screen and change the gameWidth calculation based on which aspect ratio the screen has.
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Week 10
Graphic progress!
The game is getting near the release and we are now working on things like menus, logos etc. Christian did an animation for the fly as well as altered the design a bit. Before it was rather long and looked more like a bird rather than fly, so the new version looks more like a flying juicy meatball. Another thing that was done today was some work on the logo for the game. The idea was that the text is paper that has been folded into letters. You can see the results further down.
Today we also worked on the app icon. It was rather difficult to create a stunning icon that stands out in the crowd. We tried to keep it simple, but not to simple. Below you can see some different variations that we did today. It’s just some ideas so far, that needs further work.
Lastly, we also did some work on the fish. We wanted do make it a little bit more like a banana shape, so it doesn’t look so stiff when it’s jumping out of the water. You can see the results below here.
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Week 10
Tuesday, November 4, 2014
Fly polygon
Today I added the polygon for the fly. It will be used to show where the fish will jump to. It will also be used to give the player score, if the player manages to catch the fly before the fish. For some reason the Intersector class that we use for collision detection does not seem to work, even though the check is exactly the same as the one between the frog and the fish.
| The red circle around the fly is the fly polygon. |
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Week 10
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