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Pingus On Android – Part 2

December 5th, 2010 Comments off

In my first entry (Pingus on Android), I talked about my initial efforts to port the free game called Pingus to run on top of Android using AndEngine.  At that point, I was struggling to properly place sprite images when the sprite is rotated 90 degrees (and presumably 270).  All of the work being done was at a zoom level that allowed the complete scene to be displayed on the device.  Because of the extreme zoom, it was impossible to see the details and therefore to notice when things weren’t properly aligned.  It seemed like I was getting close with this alignment, but the numbers were not something that could be calculated based on available information:

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Categories: AndEngine, AndPingus, Android, Mobile Tags: