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Mobile phones and tablets for Android game testing


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#1 JVallius   Members   -  Reputation: 124

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Posted 28 August 2013 - 02:46 PM

I started developing my first Android game for mobile phones and tablets. I currently testing it with my Samsung Galaxy Y phone. Problem is that I do not have any idea how my game behaves on phones and tablets with higher resolutions (Galaxy Y resolution is 320 x 240). Now I'm going to buy some new (or used) devices but another problem is the lack of money. I'm able to invest in only one phone and one tablet. There are a huge number of different devices. What would be the best bet for developing purposes if you want to be pretty sure the game runs ok on majority of devices?

 

Thanks!



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#2 tmccolgan88   Members   -  Reputation: 255

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Posted 31 August 2013 - 08:02 PM

Why not just create different virtual machines of different specs to test it?



#3 JVallius   Members   -  Reputation: 124

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Posted 01 September 2013 - 11:29 AM

Sorry I forgot to mention that resolution wasn't the biggest issue. The Android emulator itself is very laggy (FPS 20-30), so it's not very suitable for testing game's performance. Also I'm using phone's accelerometer sensor to control the game. I can test the accelerometer sensor with my phone, but does it behave in same way on every device?

 

Maybe I just go for the cheapest phone and tablet. If my game runs OK on them, they probably runs OK on the high-end devices too.



#4 Steven De Bock   Members   -  Reputation: 474

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Posted 03 October 2013 - 01:50 PM

Wouldn't it be a possibility to log your accelerometer with time information on your android phone and then use the log as input to your virtual device?


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#5 ddudek   Members   -  Reputation: 129

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Posted 20 November 2013 - 04:31 PM


Maybe I just go for the cheapest phone and tablet. If my game runs OK on them, they probably runs OK on the high-end devices too.

It may not be the best scenario as your game may not look good enough on those hi-end devices if you design it for low res device. During the development I even found out that one of my projects had quite opposite - the game run more smoothly on the Galaxy S (800x480) than on Galaxy SIV (1920x1080). The reason was that on the Galaxy IV game switched to hi-def assets designed for iPad retina, and it hadn't good enough fillrate to manage such high res display and hi res textures. It's just an example :)

 

During development the best way I think is to get in touch with your friends, post some facebook messages etc, to borrow some devices, or get such friend to meet for a beer and try to run your game on their devices. Or buy one. Test it as much as you can, because differences between android devices are far more unpredictable as you might imagine.

 

Before final Google Play release you can try out its Beta Testing option in developer console, which I would highly recommend, but it may be a bit trouble and time consuming.

Also maybe you could test some android emulator alternatives? Genymotion? My friend used it for simple apps, and found much more usefull than standard android emulator, but I hadn't test it with games.



#6 Secretmapper   Members   -  Reputation: 869

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Posted 22 November 2013 - 01:04 AM

 
 

During development the best way I think is to get in touch with your friends, post some facebook messages etc, to borrow some devices, or get such friend to meet for a beer and try to run your game on their devices. Or buy one. Test it as much as you can, because differences between android devices are far more unpredictable as you might imagine.

 

This. There are a LOT of forums dedicated for testing, just sleuth around. The model is generally, "Test my game and I'l test yours!". It's very useful and it works because everyone is happy.






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