• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
mk.jr.fan

Unity
Where to begin for developing with Andriod?

8 posts in this topic

Hi I was wondering what would be a good way to start development for Andriod? My previous experience with game development is with Game Maker and Unity. I am currently a highschool student learning Java.

 

Without working completely with a compiler like eclipse or netBeans (we use that in school) to make a game before, should I make the game first for PC or would Andriod be easy enough to go directly (if I were to use eclipse)?

 

The reason I wouldn't want to use Unity or Gamemaker is because it cost to much money for me and I want to develop something free for my friends to play.

Edited by mk.jr.fan
0

Share this post


Link to post
Share on other sites

Well, if you are working with Java, you are going to want to work with either Eclipse or NetBeans ( or Intelij ), as running and debugging on Android from the command line is... not fun.

 

If you aren't tied to Java, there are a number of other language options available.  The various Lua based game engines support Android, although two of them have price tags if you want to publish your app.  Moai is a very good choice, but might be a bit above your skill level at the moment ( it's tricky ).  HaXe supports Android deployment, as does the (currently free ) Loom game engine  which I just finished taking an indepth look at. Signup now though, as the free offer runs out very soon.

0

Share this post


Link to post
Share on other sites

Well, if you are working with Java, you are going to want to work with either Eclipse or NetBeans ( or Intelij ), as running and debugging on Android from the command line is... not fun.

You say that running and debuggin on Adriod is not fun. What do you mean by that? Is it just Java in general that it is hard or Java with Andriod? 

 

I also feel that I should focus on Java since it is available for me in school thus I have a better resource from which to learn from.

0

Share this post


Link to post
Share on other sites

Well, if you are working with Java, you are going to want to work with either Eclipse or NetBeans ( or Intelij ), as running and debugging on Android from the command line is... not fun.

You say that running and debuggin on Adriod is not fun. What do you mean by that? Is it just Java in general that it is hard or Java with Andriod? 

 

I also feel that I should focus on Java since it is available for me in school thus I have a better resource from which to learn from.

 

No I didn't I said running and debugging on Android from the command line is not fun.

 

Eclipse and Netbeans do a lot of work for you on the debugging side that make the task a hell of a lot easier.  You said you didn't want to use either, and with Android development using Java, that is a mistake.

0

Share this post


Link to post
Share on other sites

No I didn't I said running and debugging on Android from the command line is not fun.

 

Eclipse and Netbeans do a lot of work for you on the debugging side that make the task a hell of a lot easier.  You said you didn't want to use either, and with Android development using Java, that is a mistake.

Sorry I meant that I do not have much experience in working with Netbeans or Eclipse. So by using those programs I shouldn't have to much problems when debugging, correct?

0

Share this post


Link to post
Share on other sites

No I didn't I said running and debugging on Android from the command line is not fun.

 

Eclipse and Netbeans do a lot of work for you on the debugging side that make the task a hell of a lot easier.  You said you didn't want to use either, and with Android development using Java, that is a mistake.

Sorry I meant that I do not have much experience in working with Netbeans or Eclipse. So by using those programs I shouldn't have to much problems when debugging, correct?

 

 

I wish the answer was no, but...

 

Eclipse is the most stupidly over-engineered piece of @#$@#$ I have ever encountered in an IDE.  The learning curve is stupidly high.

 

NetBeans is a great deal better, but at last look, Android support was a bit sketchy, because Google has ordained Eclipse as the one true way.

 

Granted, I am biased, I hate Eclipse with a passion, I think it's simply bloated and awful software that is incredibly inaccessible for new developers, a right pain in the ass for existing developers and one of the only tools that got in my way more often then it helped me.  Other people absolutely swear by it though, so it may only be me.

 

IMHO, the very worst part about Android development is the toolchain, its far too fragile and frustrating.

 

 

Obviously learning Eclipse isn't insurmountable, but for an IDE, it is going to cause you a world of frustrations...

1

Share this post


Link to post
Share on other sites

Okay so I've decided to start with making my game idea for pc using eclipse as for later it this will be going to android and since eclipse is supported by google I guess it is the easier way.

0

Share this post


Link to post
Share on other sites

Okay so I've decided to start with making my game idea for pc using eclipse as for later it this will be going to android and since eclipse is supported by google I guess it is the easier way.

 

Generally starting with desktop as a target is a very good idea.

 

Just make sure you choose a game library that hase Android support.  On the 2D front, the includes LibGDX, PlayN ( really nasty setup process though ) and AndEngine, with perhaps more available.

 

On the 3D side of things, check out jMonkeyEngine.  Of course, there are lower level options available.

0

Share this post


Link to post
Share on other sites

Well right now I am following a tutorial on making a 2d sidescroller which is what I was thinking of making. I'm going to try to take what I learned from that tutorial and my current knowledge of java and game programming to make my game without using libraries. I'm going to make this into a learning experience. So thank you for your help!

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By UNNYHOG
      Hello, Colleagues!
       
      We have been working on our newest Fantasy style Gesture based MOBA game for a long time and it's releasing on Steam on July 26. Meanwhile you can already try it out by downloading our launcher from the website.
       
      Any feedback is welcome here. Thank you.
       
      If you don't want to play, I would love to share with you our teaser : 
       
       
       
    • By Scouting Ninja
      So I am working on a mobile game.
      It uses slides for a story, the slides are very large. Each slide is almost 2048*2048; the max texture loading size I am using for the game.
       
      My problem is that Unity keeps each slide in the memory after it's loaded, even when it will show only once per game. This leads to the game crashing on older mobiles.
      My idea was to destroy each object after it was shown using a coroutine, so it deletes the past slide and loads the next slide. This worked because instead of crashing on 23 slides it crashed on 48 slides.
      After some profiling I realized that destroy() isn't clearing all the memory that a slide used.
       
      What I want to do now is assign a limited amount of memory as a slide slot. Then I need some way to unload the slide from the slot, freeing the slot for the next slide; without Unity storing the slides in the memory.
      Any ideas on how I would do this? 
    • By LoverSoul
      Hello everyone.
      I had a problem with transferring my character from the creation editor to the game engine. I created the character in Adobe Fuse, then imported it to Mixamo to put rig and animation.
      However, the appearance of my character has deteriorated significantly, and after importing into Unity, the character even began to look like a meme from the Assassin's Creed. Can you please tell me how I can fix all this so that my character's hair does not look like bits of bacon sticking to her head, and her eyes and mouth have taken their stable position in the skull?
      Thank you for attention.



    • By ilovegames
      Simulator driving with two modes of play - a race and free game in the open world!   Features: - 2 game modes - race and free game - 3 modes of transport - Buggy, ATV, Jeep - The open world - Realistic control - Modern graphics



      DesertTournamentSetup.exe
    • By NajeNDa
      Hi there,
      I am a game programmer (C#/C++) who is looking for a project to join. I am computer science engineer plus Master Degree in Game Development, currently working in one the most renown mobile games company (2 yeras academic experience, 1 year working experience).
      I have developed several prototypes or even games almost ready to release, but I always lack of artists, so I am looking for a project already set up or few artist to begin working in something.
      My preferences are:
      Unity or Unreal Engine 4 based project (UE4 prefered) PC/Console game prefered but mobile is accepted too Not interested in VR Serious team with almost all the roles filled or pretending to be filled 3D project prefered over 2D Guaranteed 7 work hours per week, Crunch 20 work hours per week  European team (if timezone is not a problem for you, so its not for me) I am not looking for any kind of money income from games neither the team, I want to do this as a hobby and a way to improve my skills.
      Cheers
  • Popular Now