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890658 Posts in 33509 Topics- by 24748 Members - Latest Member: CherrySlug

June 17, 2013, 10:05:32 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Android game dev
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Author Topic: Android game dev  (Read 1535 times)
Nix
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« on: November 15, 2011, 07:56:44 AM »

I just got an Android phone and I have a neat idea for a puzzle game I want to make. As much as I love screwing around with technology, I kind of want to actually make a game and not an engine this time around. Have any of you played with any Android libraries for game development? I'm not asking you to Google it for me. I want to hear your actual recommendations. My idea is 2D and relies entirely on the touchscreen.
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Klaim
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« Reply #1 on: November 15, 2011, 09:29:21 AM »

If your game isn't graphically complex AND you don't need to make it cross-platform, maybe just using the Android API would be a very good experience.
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PompiPompi
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« Reply #2 on: November 15, 2011, 09:49:03 AM »

Yea, Java + Android SDK.
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handCraftedRadio
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« Reply #3 on: November 15, 2011, 09:53:43 AM »

I've made two complete Android games so far, one with the regular Android canvas drawing stuff and the other with openGL. I could send you the source if you want it, as long as you promise not to release my game before I do.   Wink
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adamredwoods
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« Reply #4 on: November 15, 2011, 12:55:16 PM »

I've been using Monkey basic (www.monkeycoder.co.nz) and it's been great. I've been developing on a Galaxy tab 7.

And it's cross-platform for pc/mac/ios/xna.
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Nix
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« Reply #5 on: November 15, 2011, 03:14:11 PM »

I had planned on using java. I guess what I was hoping to find was a layer over OpenGL to simplify sprite drawing. I have written  OpenGL code before, but I was hoping to avoid it. Maybe I'll have to anyway.
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MindEraser
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« Reply #6 on: November 15, 2011, 03:54:03 PM »

This topic has come up a fair bit recently, and as always my recommendation is libgdx. It is probably close to what you want: it abstracts/wraps OpenGL, sound, touch events, etc.
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dustin
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« Reply #7 on: November 15, 2011, 05:40:03 PM »

If you already know flash and it's just a puzzle game the very easiest way to me seems to be just using as3 to do it.  The performance isn't as good as writing in java + android SDK though but for some puzzle things it might not matter.

Plus with the new version of AIR there's no need for the user to download the air plugin to play your game, it's all packaged up together.
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Serapth
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« Reply #8 on: November 15, 2011, 08:36:20 PM »

I had planned on using java. I guess what I was hoping to find was a layer over OpenGL to simplify sprite drawing. I have written  OpenGL code before, but I was hoping to avoid it. Maybe I'll have to anyway.

Have you considered PlayN? Not for the faint of heart, but clean and easy to use once its running right. Just very little in the way of documentation.
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moi
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« Reply #9 on: November 15, 2011, 10:44:45 PM »

there is processing
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lelebęcülo
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« Reply #10 on: November 16, 2011, 02:52:58 AM »

I had planned on using java. I guess what I was hoping to find was a layer over OpenGL to simplify sprite drawing. I have written  OpenGL code before, but I was hoping to avoid it. Maybe I'll have to anyway.
Hmm, if you only want 2D you can use the canvas, no?
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« Reply #11 on: November 16, 2011, 12:53:06 PM »

the issue would be speed but this idea is pretty slow so it probably won't be an issue
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moi
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« Reply #12 on: November 16, 2011, 01:30:11 PM »

you shuold give processing a try.
It's a lightweight layer above java, it comes with it's own,, self-installing environment and IDE (PRO: you don't have to worry with all the eclipse shit, CON: it's not very comfortable, lacks stuff such as autocompletion,etc...)
You can blit pictures to the screen in a minute.
I had to look up the android API docs a couple times and use some low level android stuff a couple time (especially for sound, but it's not processing's fault, android is not very good for playing sounds and music)
I had a manifest problem when trying to deploy my game to the android market, but I've heard that other people managed to do it without problems.
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lelebęcülo
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« Reply #13 on: November 16, 2011, 08:56:31 PM »

+1 for libgdx(http://code.google.com/p/libgdx/). From looking around a fair bit on my Android journey it comes out at the top every time for both 2d and 3d. Though 3d is still under heavy development..

Give it a try, it's a fantastic framework with a fantastic community.

I've finished two 2d games with it and working on a 3d game now. Lots of titles on the market created with it.. It works.

Cheers,
Bach
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zihnibabuz
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« Reply #14 on: November 20, 2011, 04:03:09 AM »

java = android sdk and c++ = android ndk. As an alternative to them andengine(very successful)  Grin
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