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I would like to start developing a 2D game for Android, but i haven't got the slightest clue where to start. For instance, how are the Angry Birds games developed? I'm guessing it's a 2D engine or something?
Can anyone shed some light on the matter? Anything is appreciated as i have zero ideas on where to look first.
I've used AndEngine extensively and I really like it BUT
2D games - unless you have something really, really complicated in-mind (lots of physics and collision detection), I'd recommend you consider creating them in plain old HTML (HTML5, to be specific).
Why?
Because HTML5 works pretty-much everywhere and there are some really decent toolkits for making more complex stuff (including level editors and basic physics stuff).
Moreover, you can convert HTML5 into Apps for both Android, iOS and other platforms - e.g. your game will work pretty much everywhere with minimal extra effort. Using tools like Cordova(phonegap) even allows you to access things like cameras and tilt sensors in Apps created from your HTML5 code (Dolphin Browser on Android even allows those apps to run in the browser!)
If you do want fancier stuff, Corona is pretty decent and easy to learn and cross-platform too - and Andengine is great if you're happy to be stuck on Android!
I recommend LIBGDX
http://libgdx.badlogicgames.com/index.html
Open source, java, cross-platform, good support for Open-GL, lot's of examples and a good community.
Yes, Angry Birds was developed on its own 2D engine. I recommend to look at these engines:
Corona SDK - really simple crossplatform(!) engine. Nice one to start.
AndEngine - havent any type of documentation, but there are a lot of references and useful extensions, including Multiplayer. Good community
Marmalade (AirPlay SDK) - really powerful, but complex engine. Many hits were made on it
Also you can use Unity3D with 2D extension. Its awesome engine.
Good luck with your beginnings ;)
Persnally, To Get started with your first 2D game, Don't straight away start with a Game Engine or 2D Frameworks.
Here's a Game that I developed with just the bitmap manipulation logic and a java thread to run the game.
Parachute Penguins
https://play.google.com/store/apps/details?id=com.positivesthinking.parachutepenguinsfree
Create a Java thread that serves as a game loop.
Make use of SurfaceView and manipulate bitmaps and with onClickListeners you can achieve a simple 2D game.
Go for Game Engine and Frameworks once you are comfortable with it.
I'd recommend AndEngine. They have a really good forum plus their example code is pretty much self explanatory.
If you're looking for a headstart, follow this tutorial.
Go for AndEngine!
Felgo (felgo.com) offers several tutorials for any skill level. It's a cross-platform 2D game engine.
There is already an open-source Angry Birds clone that was made with Felgo.
It also also comes with ready-to-use game templates for the most successful game genres like tower defense, platform games or puzzle games and provides reusable components for handling multiple display resolutions & aspect ratios, animations, particles, physics, multi-touch, gestures, pathfinding and more to prototype and build games within days API reference.
It is all well documented!
Try here, this helped me loads: http://www.javacodegeeks.com/2011/06/android-game-development-tutorials.html
I already answered similar question in another post: Android 2D game development without an engine
I posted a tutorial at http://www.youtube.com/watch?v=PnnHGCKrIzw
Assuming that you are familiar with Java, Eclipse (or similar compiler), Google API, etc. Here are the steps to build a full-blown 2D Android game:
Use drawable-nodpi for sprite images (gives sprite size consistency
across screen densities and sizes)
Use different layouts to support various screen sizes (e.g.
layout-large, layout-xlarge, etc...)
Use TranslateAnimation and ObjectAnimator to animate sprite movements across screen
Use math to figure out sprites collision (e.g. screen coordinates
and sprite location etc.)
Use handlers and condition statements to control the game events
You can test the outcome of following the above guide to developing a 2D Android game by checking out the game Yum Yum Pow available on Google Play. The free limited version is available also on Google Play and can be downloaded at:
https://play.google.com/store/apps/details?id=com.wildroid.yum.yum.pow.limited
Related
Before we start: Yes, this question has been asked and answered for similar backgrounds a couple of times, but all extensive answers to this questions I could find are at least 2 years old and game engines come and go.
On top of that I have some specific requirements that I could not find being discussed in any of the posts.
What I want to accomplish is to create a 2D game. I have a background in Java programming and programmedd some simple Android apps (a messenger and stuff like that). I also have very basic C++, C# and JavaScript knowledge as well as OpenGL and building an own 3D engine (university project):
Should run on Android (version 5 or higher) and probably iOS (I haven't done anything with iOS yet so this will be my first project).
Needs some very basic physics for bullets/hit-tests (I can also code this if it's necessary so this more like a soft constraint but I'd prefer the engine or some simple library to do the work for me)
UI-components. Yes, I will need them and many will be text-oriented. Also scrollable components. I have seen many engines lacking these and coding it from scratch can be tedious. Also many engines make it hard to create more complex UIs which I would probably need.
In-App purchases. It would be really nice if wouldn't have to mess around with this too much.
Some nice graphic effects.. Parallax effects, particles (for magic spells, etc)
Communication with a centralized game server.
Notifications in the notification bar (with custom images and texts
Should be able to handle basica animations, play music and videos.
Should be able to integrate with Social media (Facebook and/or Twitter as a minimum). Would be nice to have something like "Like our page on Facebook to receive X coins).
Performance is probably NOT critical - I assume that any game engine fullfilling the other requirements is programmed sanely enough to be fast enough on a modern device.
Should be battle tested, not being abandoned, have a reasonable documentation and community
Rapid development should be possible. This is very important to me as I plan to change the style and other things quite often and let people test and comment the changes.
What I found are basically some different types of engines:
- Engines where one builds a game in a framework and manually adds native code for things the engine does not support, like LibGdx.
- HTML5-only engines that need some 3rd party app-wrappers like phaser + CocoonJS. Some other also provide this, like Kiwi.js.
- Monolithic engines that provide everything (okay only one: Unity).
From all of the engines I have seen I think Unity would fit my needs best, but then again I have no experience whatsoever with it.
What would you suggest?
I suggest you to look at GameMaker: Studio
Here is course on Lynda Learning GameMaker: Studio and GML
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I want to create a game for Android and want to try something new.
I really love python and want to use it for developing an Android game.
Game is not simple, it would be 3D RPG game. I found Kivy Crossplatform Framework and PyGame. I really liked both but I'm not sure if Python would be the right for me.
Is it easy to deploy python games on android?
Can Pygame handle 3D action game on android?
I don't think there is a python solution with strong 3d support at the moment, and certainly not with strong ready-rolled tools to make a complex 3d game easy.
Basic pygame doesn't really have 3d support - you can see this previous question for some specific answers, but essentially it's mostly a wrapper for the 2d sdl graphics library. Of course you can do pseudo-3d by managing all the 2d projection yourself (expect this to be slow though), and I think in principle you can directly call opengl and display the results (there are a few examples), but pygame doesn't offer much help to you there.
Kivy works by doing everything in opengl, and in principle does support access to the 3d opengl es api, including fully three dimensional vertex manipulation, as well as shaders etc.. For instance, one of its examples is a 3d rotating monkey head. However, in its current state the framework works almost entirely in 2D, there is no abstraction of apis like camera, lighting. It should be possible to add them with enough effort and there has been a little work on it recently, but it doesn't exist right now. You can do a youtube search for kivy 3d for some simple examples of 3d stuff in kivy. On the flip-side, kivy is quite powerful and easy to use for deploying python apps on android, so that part at least is covered.
So, neither of these provide all the tools you need for a complex 3d game, though I think kivy is closer. If anything, your best bet might be to integrate kivy with an external graphics library if possible. For instance, this video shows a kivy app using the pandas 3d game engine for a fully 3d interactive city model in a museum. Something like this might let you do what you want on android, but I really don't know (it's just conjecture), and even if it's technically possible there would be lots of complexity on the way like integrating the library with kivy and compiling it for android - if the latter is even possible.
I don't want to sound pessimistic, but I think none of this is an easy project. However, I also don't have a strong idea of what would be involved if just using java and an existing popular game engine, and I don't know a lot about the details of kivy's opengl potential. If you're interested I suggest asking at the kivy mailing list or irc channel - even if you get the same answer, you can probably get someone who can answer more confidently than me!
There is also Ignifuga, but it's only for 2D games.
I think you should go with javascript+HTML5 instead, there are so many libs for games dev.
I'm looking to create a 2d mobile game (iPhone and Android). Are there any resources that you're aware of that breakdown the following in depth (yes, I googled it):
Corona SDK
Cocos 2d
Unity
GameSalad
As a little background, I've been doing iOS programming for ~2 years.
You obviously haven't done enough research for your question, as googling corona cocos2d unity pulls up a simply excellent comparison of not 3, but 6 game engines. All credit to the author at Burton's media group for this masterpiece.
I would recommend Cocos2d, as it is, in my opinion, equally or even better than Corona, and it is free.
Some great resources to get you starting off are thenewboston's video series, which start off as an introduction to cocos2d, and then how to make an RPG. It is a really nice introduction to cocos2d, and helps you understand the programming language. (I am not sure what programming languages you already know)
http://www.youtube.com/playlist?list=PL452AE69EA1EAC535
Have fun
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For my new app, I want to have a native iOS or Android UI, plus a 3d view that shows some graphs. While my initial plan to use CSS transforms in a WebView to achieve the desired 3d effect has failed because the performance was not anywhere near usable, I'm looking for another solution. Here are what I think are my options:
1. Recreate the scene in OpenGL ES
I'd recreate our graphing engine completely in OpenGL. This would certainly be possible, but probably be very hard to do for people like me who actually never did 3d programming before. Would it be possible to port OpenGL code written for iOS to Android? Or would I have to create the engine twice?
2. Use readymade 3d engine like Unity3d
I stumbled over Unity3d, Marmalade and similar tools that would probably help me create the 3d scenes more easily. However, it seems at a first glance like I would have to create the entire application in the respective authoring system. I'd to use native controls for anything except the 3d view. Is that possible in those tools? If yes, is it possible to port the 3d from iOS to Android or vice versa?
Did I ask the right questions; did I make the correct assumptions? Does anything sound wrong to you? What did I miss?
Are these all the options I have? Or is there maybe something else, a hybrid solution of some sorts?
Which option should I choose?
Edit: To clarify, I don't want to show iOS or android controls inside the 3d view, but rather around it: The user interface would be native and the 3d part would be contained inside one view.
Pretty complex one ;-)
(1) OpenGL vs. engine:
I think it would be possible to write the major part of the OpenGL code in a way that it is portable for example in C++ using Objective-C++ on iOS and NDK on Android (just an idea, never used NDK). Now it depends on the graphical part where to go. If you say graphs, do you mean you "only" need function graphs to plot on the screen? Or do you have more objects like in games or architectural apps to display in OpenGL?
If the latter is the case, the bigger problem appears to be the seamless integration of models. Every scene containing more than some cubes is designed in a modelling tool and can be exported into several formats (obj, dae, fbx, ...). But then you need to import it into your app. That's where game engines come to play regardless whether Unity, SIO2, Bork, Unreal, Oolong, ...
If you need to plot graphs, the manual OpenGL solution might be worth to consider. Although even then some research on existing engine maybe useful because OpenGL isn't that intuitive and you will need some time to make friends. I did plotting multiple graphs with zooming, coloring, ... in an iPhone app using OpenGL directly but it was a pure research project and portability was less important.
(2) Mixing OpenGL with GUI elements
Basically it's not possible to display a standard UIButton within an OpenGL view. But you can have OpenGL views and regular UI views and switch between them. I don't know of any tool that allows you doing both OpenGL based stuff and regular GUI programming and further on platform independent.
So on one hand you need to create your 3D stuff in the tool of your choice and then integrate native UI code. For Unity and iOS there some resources how to do it How to access Unity assets natively on Android or iPhone? or Mixing Unity generated code with Objective-C in iOS?
On the other hand you will need a platform independent framework to get regular GUI programming done so that you can run it on both Android and iOS. I am not familiar with this topic but I've heard from Mono based frameworks.
Hey all.... I am currently trying to make a game on the android platform. I want some guidelines on choosing a good android 2D game engine. I have been looking on the internet for sometime and have found these game engines to choose from the one which doesn't have a huge learning curve
AndEngine
libGdx (The one m most impressed by)
JMonkeyEngine
For anyone who wants to know more about the different game engines the following link should help you..
http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers
I intend to keep the interface simple yet attractive, so want to choose the correct engine, and also want to choose the correct engine using which making complex games also is easy in my future projects. If some one could tell me commercially used free (or open sourced) game engines i would be really grateful. I even wouldn't mind learning a 3D game engine if its learning curve is not that too steep and its implementation of 2D games is also pretty simple.
Andengine hides most of the complexity from you, so its super easy to get started, but because of this you do not have full control over it. The documentation or javadocs is close to zero, so dont expect anything from there.
As for libgdx, its harder to learn, but the community is bigger and more matured, and u have more control to the engine.
no idea about the monkey engine.