Well I'm making a 2D RPG, or at least my plan is to do that, so really
the only actual graphical tools I need are for placing images, or to
be more precise, placing tiles, like in SDL that a character can move
on etc. Basically I don't need advanced graphical features, I really
just need the basics, like timers, collision detection, menu bars etc.

On Aug 27, 5:29 pm, hackbod <[EMAIL PROTECTED]> wrote:
> If you want to do high performance graphics, you probably want to use
> OpenGL since that will be hardware accelerated.  You can use OpenGL
> for 2d as much as 3d graphics.
>
> Otherwise, the high-level 2d APIs are very extensive; the main API is
> android.graphics.Canvas, with a number of secondary classes associated
> with it.  Are there some features in particular that you are looking
> for?
>
> On Aug 27, 3:34 am, crayon- <[EMAIL PROTECTED]> wrote:
>
> > Hi folks, just a question about developing a 2D game on Android.
>
> > Namely the difficulty of it, basically I'm hoping to make a type of 2D
> > RPG (in the vein of the SNES Final Fantasy games for my final year
> > project in college, originally I've been doing this on C++ using SDL,
> > but I think it would look far more impressive if done on Android, with
> > possible touch screen.
>
> > Just wondering on the difficulty of doing this? I've good Java
> > experience through college and I've learned a good bit about 2D
> > programming through SDL, but I can't see much documentation on the 2D
> > graphics in the Android SDK so I'm wondering would it be worth while
> > doing?
>
> > Thanks.
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