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Tag: Game Development

Using Scoreoid with Libgdx/Desktop

Posted on April 1, 2013December 20, 2023 by Rahul Srivastava

In January we wrote a post on how to integrate scoreoid in Libgdx for Android. In this post we would be integrating it for the desktop/PC version. For parsing JSON we are using the source code available in this link JSON in Java. Here is the Github link. In this post we would only explain…

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Edge Shape in Box2d

Posted on March 21, 2013December 4, 2023 by Rahul Srivastava

Hi, We have been working on a new 2d libgdx platformer game for sometime now and it is coming along nicely. While working on it we found the need to add an edge shape rather a rectangle for our platforms. And we found out edge shapes are quite easy to add in box2d. At the…

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Box2d Revolute Joint Example

Posted on February 15, 2013December 4, 2023 by Rahul Srivastava

Hi, In our upcoming android game we are adding some box2d joints and in this post we would be creating a revolute joint. We are using Libgdx engine to make the game. Below is a screenshot of what  it looks like in game. At the end of the post, you can find the source files…

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Using Scoreoid with Libgdx/Android

Posted on January 8, 2013December 4, 2023 by Rahul Srivastava

In this post(or maybe one more) we would integrate scoreoid with libgdx for Android environment. Before we start, check out Scoreoid here. Let me quote from their site “Scoreoid is a non-restrictive, reliable and easy to use server platform for game developers designed to handle but not limited to leaderboards, game achievements, player login, in-game…

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Using Box2d Debug Renderer in Libgdx

Posted on October 8, 2012December 4, 2023 by Rahul Srivastava

This is an update to the older example (“using Box2d in Libgdx”) we put in the post here. We added box2d debug renderer to the code which is very simple to add and useful in seeing how box2d objects look like. In all of our example the objects we create in Box2d are scaled down…

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Fragment Shader to Simulate Water Surface in LibGdx

Posted on September 27, 2012December 4, 2023 by Rahul Srivastava

In this tutorial we would simulate foreground water similar to the ones we see in many platformers. This shader is written in OpenGL Shading Language, so they can be applied in all environments using OpenGL for rendering and for DirectX it has be changed a bit but basic concept would remain the same. At the…

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Drawing Part of Image in Libgdx

Posted on August 3, 2012December 4, 2023 by Rahul Srivastava

Hi, Its been long since we wrote any post about game development. In this post we would be writing a snippet to draw a part of image which can be used to simulate effect of health bar we see in game huds. We needed to this functionality in our next game though in a little…

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Sprite Animation Art

Posted on June 30, 2012December 4, 2023 by Rahul Srivastava

Hi, We got some mails regarding how to make a sprite animation. So we will use one of the explosions we have used in a new game as an example. Here is the final animation. The gif was created in Gimp just to show how it looks in the game. If you are creating the…

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Adding Box2d Object in between a game

Posted on June 24, 2012December 4, 2023 by Rahul Srivastava

Hi, In our one of the previous post about adding box2d objects in game we created all the box2d bodies in the initialization phase and during the game we were just making the sensor objects (removing their collision response) so that they acted as if they were not present. We added a custom flag to…

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Customizing View Adapters in Android

Posted on May 27, 2012December 4, 2023 by abhishekbatra

This tutorial is a more general tutorial, focussing on an Android UI aspect that can be used in games as well as other apps. View Adapters are a useful feature which allow us to reuse UI skeletons. The official Android documentation does not give a detailed description on how these can be used / customized….

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