Our graphics APIs are OpenGL and the android.graphics.Canvas classes.
You can use the parts of those that you want, but there isn't any
special "2d game API" with just simple 2d operations.

On Aug 28, 7:40 am, crayon- <[EMAIL PROTECTED]> wrote:
> 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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