Samsung Galaxy S6 edge.
Display:
Type-Super AMOLED, 16M colours
Size-5.1”
Resolution-1440 x 2560 ( 577 PPI )
Protection-Corning Gorilla Glass 4, Curved edge screen
Hardware:
OS-Android v5.0.2 (lollipop)
Chipset- Exynos 7420
CPU-Quad-Core 1.5GHz Cortex –A53 & Quad-Core 2.1GHz
cortex A57
GPU-Mali-T760MP8
Memory:
Internal-32/64/128GB
RAM-3GB
Sound:
Vibration; MP3
Battery:
Non-removable Li-Ion 2600 mAh.
Wireless charging
Analysing Differences
The first step after choosing a smart phone, is to look
at the differences between the platforms.
First of sprite and virtual buttons would have to be
added to the screen as there are no other peripherals on a smart phone to use
other than the screen.
So
sprite movement buttons can be created and drawn on the screen, these sprites
would then be referenced in a virtual key in a script. However a visible button
would not be required as a transparent sprite could be placed on each side of
the screen except the middle of the screen, more complicated scripts about accelerators.
The Blackjack game already
has its own sprite buttons for twist and stick, so no other buttons would need
to be added but in the script for the buttons a virtual_key function would be
used. An exit button somewhere on the screen would be used as well, which could
either exit the entire game or lead back to a main menu.
Sprites
Sprites and the entire game would be scaled down on the
windows platform to fit the mobile screen size.
Coding and Steps
Android SDK
Install java JDK (Java
Development Kit)
Install android SDK-
Run the Android SDK installer. You
will be asked to install the Android SDK to the path "C:\Program Files
(x86)\Android\android-sdk". We strongly recommend that you choose something with no spaces in the path, such as
C:\android-sdk\, as the default path can cause problems with the actual Android
updater program itself.
Once you have successfully installed
the Android SDK you will be given the option to start the Android SDK Manager.
This you must do, as it will install additional tools and device specific
functions.
When it starts you should select only Android SDK Platform Tools, Android 2.1 (API 7), Android 2.2 (API 8), Android 3.2 (API 13), Android 4.0.3 (API 15), as well as
the most recent version of Android (selected automatically by default by the
manager). Please don't just select everything to be installed, as this will a)
needlessly waste your bandwidth and HDD space, and b) might cause conflict
errors during builds.
It should be noted
that after installing these files the Android Download Manager may inform you
that there are other files to be installed and that you should close and re-launch
the SDK Manager, so please do this if asked.
It is advised to check the revision
details and see if you don't already have the selected update installed. For
more information on this process and the Download Manager
You should also set the PATH variable
to allow you to run the command line tools
Run On a Connected
Device
Make sure your
device is connected to your pc through its USB data cable and that you have
followed the device setup advice.
Click the Green
play button at the top of the main Game Maker: Studio window to compile your
game
As soon the
compiling is complete, your game should appear on the device as designed.
Run on WiFi
Before you can use the WiFi setup,
you need to make sure that the device to be tested has the YoYo Games runner
installed. This can only be achieved through a data cable connection. This means that
you must follow the connected device steps at least once
before WiFi connections will work, as this is currently the easiest way to install
the runner on the device.
Once the runner is installed on your phone,
Make sure that you
have correctly configured GameMaker: Studio
Click the Green
play button at the top of the main GameMaker: Studio window to compile your
game
When compiled, tap
the YoYo Games Runner on the device and you will get the "connecting"
window. Your game will now run as normal, unless this is the first time you are
running the WiFi mode, in which case you should also follow the next steps too.
Optimisation
Computers
are generally more powerful than a smart phone however, smart phone technology
is getting better games may need to be optimised in order to run smoothly and
without any bugs. To solve this issue games need to be optimised which
comprises of changing things such as graphic detail game functions, or just
shortening code. The two most hardware restraining parts of a game are the
in-game graphics and large amounts of code. To smooth out the gameplay coding
can be deleted when not in use. One way this can be used in the blackjack game
is by using Ds_Lists instead of arrays, Ds_Lists have a function which can be
used which will destroy code or script once a set have events has been
completed, for instance the random deck and picking cards for players can be
destroyed once used, but for the blackjack game this is not entirely necessary
as the game is not hardware intensive.
No comments:
Post a Comment