Using HaXe and OpenFL, the same functionality is available on Android as on any other platform. The Java based system isn't really a limitation, you may have to jump through JNI to do a few things, but most things can be handled from the native (C++) side, as long as you limit the target device to Android 2.3 or higher. The native code runs outside the JVM, and has access to a nearly complete c/c++ library, including STL.
In porting my Super Play (http://superplay.info/) game engine to Android, using NativeActivity, I ran into one place where I needed the JNI interface, and I found the solution online. The NativeActivity does have a Java class you can customize if you need to.
And, TBH, dealing with iOS is more cumbersome, as a certain amount of code has to be written in Objective C.
I would love to see the monsters and characters that go with this.
I just recently saw your game, can't remember where though.
Any estimation of when the Vita version will be released?
Awesome news. This addresses a big question area regarding the use of art.
OGA also sounds fine. CC is tied to an organization, as is GPL/LGPL.
@Blarget2: It's wasy to do, but hard to find the right mix of colors. These have a 16 bit feel (SNES/Genesis) to them.
Since this is based on LPC, it should also be licensed CC-BY-SA 3.0.
I agree top down style is typically more useful, for me.
And, it's possible to do more with less tiles.
Do you have any plans to animate these?
Awesome... Looks perfectly well suited for a Lode Runner themed Diner Dash clone.
Would that not be an exclusion, similar to a DRM exclusion?
Using HaXe and OpenFL, the same functionality is available on Android as on any other platform. The Java based system isn't really a limitation, you may have to jump through JNI to do a few things, but most things can be handled from the native (C++) side, as long as you limit the target device to Android 2.3 or higher. The native code runs outside the JVM, and has access to a nearly complete c/c++ library, including STL.
In porting my Super Play (http://superplay.info/) game engine to Android, using NativeActivity, I ran into one place where I needed the JNI interface, and I found the solution online. The NativeActivity does have a Java class you can customize if you need to.
And, TBH, dealing with iOS is more cumbersome, as a certain amount of code has to be written in Objective C.
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