Jukebox by Justin Strawn
Real-time rendered with BFS 2500 and captured with a screenshot.
Contribute to SushiLoco development by creating an account on GitHub.
A few years ago, when Android smartphones were in early years, a friend and I settled on creating a new type of mobile game. Bejeweled clones were only getting us so far after hours. Sushi Loco is a project we worked on from the ground up which used the accelerometer naturally to make a side scrolling platform game.
Looking for a way to make a Katamari Damacy clone? How exactly do linear impulses affect a circular object with Box2D? I hear jumping with Box2D is hard though, so how does one do it? Are… are those Box2D polygonal shape vertices transformed to scale with sprite dimensions? Yeah!
Code lovers rejoice! Dig into the open source code. Learn from it all as I have from others’ open code.
Demo video: https://www.youtube.com/watch?v=vTGNaYLkfRU
* LibGDX disclaimer: This is an Eclipse project, not Android Studio/Gradle. In recent months libGDX, the game framework used within, has updated their documentation and official support for Android Studio.
The API comes AFTER you’ve finished your game.
The voice of reason, my pal Eric Hebert.
Good news! No lag at all and very minor skidding, so minor we prob could leave it at that
Derrick Duckworth on “Sushi Roll-a” optimization using Droid 1
Been busy optimizing our game which is planned to support hundreds of box2d bodies within a level on a smartphone. Learning memory management and profiling was not something this nub expected months ago.
Oh that flying red square? It’s an early stage culling box that will activate/deactivate box2d bodies.
Get rich or die.. with the oodles of hospitality I’ve received from strangers.