Hi I am new to programming and I have been asked by my lecturer to create a simple, 2D mobile game in Visual Studio 2008, using the mobile SDK. I have decided to recreate brick breaker, with a few of my own ideas.
I need to know how to make a platform sprite move left and right, using keys on the mobile sdk. I also need to know how to make the ball bounce when it hits the platform, and how to destroy the blocks when the ball collides with them.
Any help is greatly appreciated :)
3 replies to this topic
#1
Posted 22 January 2011 - 12:01 PM
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#2
Posted 23 January 2011 - 02:20 AM
That depends on your engine...
#3
Posted 23 January 2011 - 11:19 AM
I suggest XNA Game Studio 4.0.
You can see it here:
App Hub - downloads
and there's a nice amount of tutorials here:
App Hub - content catalog
~ Committed.
You can see it here:
App Hub - downloads
and there's a nice amount of tutorials here:
App Hub - content catalog
~ Committed.
A man can be defined by what he does when no one is looking.
Science is only an educated theory, which we cannot disprove.
Science is only an educated theory, which we cannot disprove.
#4
Posted 28 January 2011 - 04:54 AM
C# is a lot like JAVA. In fact, it's a mix between C++ and Microsoft's old J# language. You might find that it's not as hard as you think to use another language, especially since C++, JAVA, C#, Python, and Actionscript are all descended from C++.
However, what you need to do is some basic algebra. The more math you know, the easier it'll be. To move an object on the screen, you use addition to the coordinates (example being plane.x += 1). You basically increment the position with respect to a time (in some cases, frame-by-frame doesn't always work in actual game). If you are having problems synchronizing your movement to time, you can show that you got the basics by doing it frame-by-frame instead.
You basically need to keep updating the screen with new movements. One popular trick is do to a back buffer. All this involves is that you paint a full-screen image offscreen (a place in RAM) and then paint the whole screen with that image that's in the buffer. Still, if you can't do back buffering, try to show that you understand the base concepts.
It's common to do rendering passes. Basically you do passes like moving the objects on screen, detecting collision, and then rendering whatever needs to be rendered all divided into passes.
The rendering pipeline is basically called continually. There's a core concept called the game loop, which there really isn't much to it. Basically it's a while (game_is_running) keep watching for input, do movement, play/update sounds, and keep updating the screen. Okay, that's simplified and I'm sure others will add other things that are needed, but you might get the idea.
C# is a lot like JAVA. In fact, it's a mix between C++ and Microsoft's old J# language. You might find that it's not as hard as you think to use another language, especially since C++, JAVA, C#, Python, and Actionscript are all descended from C++. However, what you need to do is some basic algebra. The more math you know, the easier it'll be. To move an object on the screen, you use addition to the coordinates (example being plane.x += 1). You basically increment the position with respect to a time (in some cases, frame-by-frame doesn't always work in actual game). If you are having problems synchronizing your movement to time, you can show that you got the basics by doing it frame-by-frame instead. You basically need to keep updating the screen with new movements. One popular trick is do to a back buffer. All this involves is that you paint a full-screen image offscreen (a place in RAM) and then paint the whole screen with that image that's in the buffer. Still, if you can't do back buffering, try to show that you understand the base concepts. It's common to do rendering passes. Basically you do passes like moving the objects on screen, detecting collision, and then rendering whatever needs to be rendered all divided into passes. The rendering pipeline is basically called continually. There's a core concept called the game loop, which there really isn't much to it. Basically it's a while (game_is_running) keep watching for input, do movement, play/update sounds, and keep updating the screen. Okay, that's simplified and I'm sure others will add other things that are needed, but you might get the idea.
However, what you need to do is some basic algebra. The more math you know, the easier it'll be. To move an object on the screen, you use addition to the coordinates (example being plane.x += 1). You basically increment the position with respect to a time (in some cases, frame-by-frame doesn't always work in actual game). If you are having problems synchronizing your movement to time, you can show that you got the basics by doing it frame-by-frame instead.
You basically need to keep updating the screen with new movements. One popular trick is do to a back buffer. All this involves is that you paint a full-screen image offscreen (a place in RAM) and then paint the whole screen with that image that's in the buffer. Still, if you can't do back buffering, try to show that you understand the base concepts.
It's common to do rendering passes. Basically you do passes like moving the objects on screen, detecting collision, and then rendering whatever needs to be rendered all divided into passes.
The rendering pipeline is basically called continually. There's a core concept called the game loop, which there really isn't much to it. Basically it's a while (game_is_running) keep watching for input, do movement, play/update sounds, and keep updating the screen. Okay, that's simplified and I'm sure others will add other things that are needed, but you might get the idea.
C# is a lot like JAVA. In fact, it's a mix between C++ and Microsoft's old J# language. You might find that it's not as hard as you think to use another language, especially since C++, JAVA, C#, Python, and Actionscript are all descended from C++. However, what you need to do is some basic algebra. The more math you know, the easier it'll be. To move an object on the screen, you use addition to the coordinates (example being plane.x += 1). You basically increment the position with respect to a time (in some cases, frame-by-frame doesn't always work in actual game). If you are having problems synchronizing your movement to time, you can show that you got the basics by doing it frame-by-frame instead. You basically need to keep updating the screen with new movements. One popular trick is do to a back buffer. All this involves is that you paint a full-screen image offscreen (a place in RAM) and then paint the whole screen with that image that's in the buffer. Still, if you can't do back buffering, try to show that you understand the base concepts. It's common to do rendering passes. Basically you do passes like moving the objects on screen, detecting collision, and then rendering whatever needs to be rendered all divided into passes. The rendering pipeline is basically called continually. There's a core concept called the game loop, which there really isn't much to it. Basically it's a while (game_is_running) keep watching for input, do movement, play/update sounds, and keep updating the screen. Okay, that's simplified and I'm sure others will add other things that are needed, but you might get the idea.
Edited by dargueta, 28 January 2011 - 01:20 PM.
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