• 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
JVallius

Mobile phones and tablets for Android game testing

5 posts in this topic

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!

0

Share this post


Link to post
Share on other sites

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.

0

Share this post


Link to post
Share on other sites

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?

0

Share this post


Link to post
Share on other sites


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.

1

Share this post


Link to post
Share on other sites
 
 

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.

1

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