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Physicseditor inkscape
Physicseditor inkscape











physicseditor inkscape
  1. #PHYSICSEDITOR INKSCAPE HOW TO#
  2. #PHYSICSEDITOR INKSCAPE FULL#

However good the code examples might be, they will never replace a detailed description of how the code should be structured. The bad thing is that it lacks an official documentation. It works really fast and is easy to learn (I didn't know it when I started making the game and I managed to learn it in the process). I'll report on that later.Īs to the tools and resources that I used, I'd like to mention every single one with a short description:ĪndEngine - an Android engine for 2D OpenGL games. I want to try AdBuddiz in the near future, because I like their ad style and they promise high CPMs. The CPMs are $0.50 and $0.56, which is not too high, but I noticed that they're rising as well, so perhaps the Google's algorithm needs some time to adjust. I already made $10.22 on ads: $4.90 and $5.32 on banners and interstitials respectively. It increased by 178 compared to the previous day. It has 1266/3044 current/total istalls, which is definitely my best result when it comes to the daily growth. What you're probably the most interested in is how good the game is doing on Google Play and AdMob (note that the data is from two days ago because of the statistics delay on those sites). I really enjoy working in the morning and it's usually my most productive time, but getting up after a long evening with friends or a tiring football match is not always easy. Waking up and starting earlier might help as well.

physicseditor inkscape

With my next project, I'd like to stick to some schedule, istead of fitting the work hours whenever I have a free moment.

#PHYSICSEDITOR INKSCAPE HOW TO#

what the menu should look like, how to implement the AI, etc.). Also, those 129h don't include reading AndEngine for Game Development Cookbook (I'm still only half way through it) or thinking about design problems (e.g.

#PHYSICSEDITOR INKSCAPE FULL#

I could have probably been more efficient, because I didn't have a full time job at this time, but this amount proved good enough to keep me motivated without making me tired.

physicseditor inkscape

That's not too bad, bearing in mind the initial assumption that I would commit between 10 and 20 hours a week. It took me 129 work hours during 8 weeks to implement the game. Perhaps you can learn something from it as well. I'm very satisfied with the results, but my next game can always be better. Now it's time to reflect on the creation process and learn from it. It's been two weeks since I released my first full fledged Android game: Blobby Volley.













Physicseditor inkscape