Android Dev - Coming up for some air

Published December 22, 2013
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It's been a about a week and a few days since I've started learning my way around the Android SDK. Early on,it is somewhat obvious that if you truly want to be able to troubleshoot your game, a solid foundation of the Android platform (non gaming code) is essential.

From what I've seen in the way of user complaints on the PlayStore.[size=2] If you are developing with an engine (commercial or free) that deploys to multiple platforms, i.e. IPhone, Android, BlackBerry, etc. Those developers who lack a certain level of general platform knowledge are at a disadvantage . However, there may be no recourse to fixing issues, of which may be related to crashes, memory leaks, etc. That is, if those issues are related to source that is out of your control. Therefore leaving you [the developer] at the mercy of the quality of your engine of choice.[size=2]

It should be noted that I am not attempting to bash any engine in particular or even discourage their use. Personally, I'd love to try one eventually. My comments are truly nothing more than an observation, coupled with a more than likely weakly founded conclusion, based on, i.e., limited knowledge of the Android Platform, X Development Engines, and common complaints that appear to go unanswered in the PlayStore

On another note. I have been on Christmas break since 12/16. I have just about completed my first book on Android Programming; I bought five in total. In addition to reading countless Android related dev articles and posts on StackOverFlow late into the night. My wife is kinda pissed that I've been coming to bed after 3am every night ph34r.png .

So far I have been able to hack together a card game "Crazy 8's". It's more or less finished, but there are some extras that I'd like to add to it, to truly make it my own. I spent about two days, working on graphics for the game. Oddly enough, the time I spend in Photoshop definitely recharges me and keeps me going. Thank God for my somewhat artistic side.

Last night, I started working on another game "Critter Smash". I just finished the list of what I want in the game and hope to have it knocked out it in short order.

What I am beginning to like about small "simple" games is that you can implement just one level and call it "done". Where the goal is basically besting your previous high score. The benefit of this model is that I can complete a game fairly quickly and just move on while continuing to learn the platform.

At this stage, I am not interested in a fully fleshed out, multi-level rich and fulling experience for the end user. I am no where near that point.......yet.

Merry Christmas GameDevr's wink.png



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