Demos for J2ME SDK Mobile
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06-24-2021, 02:11 PM
Post: #17
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RE: Demos for J2ME SDK Mobile
animate them by a script using the
javax.microedition.lcdui.game.Sprite class [b][u][size=large] WHO HATES GAMING , They Are Already DEAD [/size][/u][/b] [IMG]https://images.cooltext.com/5484671.png[/IMG] |
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06-24-2021, 03:45 PM
Post: #18
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RE: Demos for J2ME SDK Mobile
Where is the script?
[color=green][b]King_Dave[/color][/b] |
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06-24-2021, 03:46 PM
(This post was last modified: 06-24-2021 03:48 PM by java gamer.)
Post: #19
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RE: Demos for J2ME SDK Mobile
@Josekvolpe I Made Your Sprites Walking
I Don't Know It Is That You Mean You Uses PC To Editing Images ? I only Use Java phone and java app to editing i have made walking of the first sprite here is it if the image not moving download and open the image heres link http://pngneedstranslation.wapkiz.com/pa.../anim.html [b][u][size=large] WHO HATES GAMING , They Are Already DEAD [/size][/u][/b] [IMG]https://images.cooltext.com/5484671.png[/IMG] |
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06-24-2021, 08:42 PM
Post: #20
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RE: Demos for J2ME SDK Mobile
(06-24-2021 10:13 AM)King_Dave Wrote:(06-24-2021 09:54 AM)java gamer Wrote: Cut And Paste As you're on PC, you can use any image editor for that. I recommend Gimp. Create a new picture with the desired resolution * number of tiles. For example. a 16x16 sprite with 8 frames will be in a 128x16, 64x32, 32x64 or 16x128 image. Draw it and export as PNG using these settings: Since you're developing to a memory-limited platform, i also recommend to index colors, this will save valuable space. Go to Image > Mode > Indexed... and select a color pallete, or insert the maximum number of colorn then press convert. After that, export the image [size=xx-small]Signature[/size] [URL=https://www.exophase.com/user/JoseskVolpe/][IMG]https://card.exophase.com/2/0/45687.png?1612237163[/IMG][/URL] [align=justify][size=x-small][b]OwO ¿¿¿What is this??? *wags tail* Take my beret plz 7w7 ~[/b][/size][/align] |
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06-24-2021, 08:59 PM
Post: #21
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RE: Demos for J2ME SDK Mobile
What of android or java?
[color=green][b]King_Dave[/color][/b] |
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06-24-2021, 09:06 PM
(This post was last modified: 06-24-2021 09:07 PM by JoseskVolpe.)
Post: #22
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RE: Demos for J2ME SDK Mobile
(06-24-2021 08:59 PM)King_Dave Wrote: What of android or java? Android has a plenty of apps that you can use to create pixel arts, but i'm not sure if they export to a old PNG format and works on J2ME Java has a problem for lack of good tools for this, but you can use some such as PaintCAD, UniFM etc. I plan to make a app to fill that need. (06-24-2021 03:45 PM)King_Dave Wrote: Where is the script? Check dedomil.yourgame.Player class [size=xx-small]Signature[/size] [URL=https://www.exophase.com/user/JoseskVolpe/][IMG]https://card.exophase.com/2/0/45687.png?1612237163[/IMG][/URL] [align=justify][size=x-small][b]OwO ¿¿¿What is this??? *wags tail* Take my beret plz 7w7 ~[/b][/size][/align] |
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06-24-2021, 09:41 PM
(This post was last modified: 06-24-2021 09:44 PM by King_Dave.)
Post: #23
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RE: Demos for J2ME SDK Mobile
Can you make the java app support touchscreen?
If i use any keypad app on any java emulator, the Keys setted wouldnt work.. [color=green][b]King_Dave[/color][/b] |
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06-24-2021, 09:53 PM
Post: #24
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RE: Demos for J2ME SDK Mobile
(06-24-2021 09:41 PM)King_Dave Wrote: Can you make the java app support touchscreen? I will [size=xx-small]Signature[/size] [URL=https://www.exophase.com/user/JoseskVolpe/][IMG]https://card.exophase.com/2/0/45687.png?1612237163[/IMG][/URL] [align=justify][size=x-small][b]OwO ¿¿¿What is this??? *wags tail* Take my beret plz 7w7 ~[/b][/size][/align] |
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