Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 9 years ago.
Improve this question
I want to make a game using Tiled Map Editor and I want to move the character around using a D-Pad for moving the character
So I'm wondering which Engine would be better
AndEngine or Cocos2d
Keep in mind i'm a beginner at this so I'd like to stare at a lot of tutorials. :-D
Thanks
Both engines supprot loading TMX map quite easy and input from D-PAD. So if your requirements are only that, there is no big difference. Just use what you familiar with.
Cocos2d-android donĀ“t have support anymore. You must use cocos2d-x, cross-plataform, use JNI to use c++ code. More info HERE.
Cocos2d-x is great to create games, but i have not use AndEngine never.
Libgdx : Java (Good documentation/Sample example)
(Android/iOs/3D support also)
Cocos2d-x : C++ (Good documentation and Sample example)
(Android/iOS/window/bada/blackbarry/etc/3D supports)
AndEngine : Java (Documentation is **OK** but bit of issue )
(Android)
Cocos2d-android : Java (bIT of documentation/ easy to use )
(Almost dead only android)
If familiar with java choose LibGdx OR cocos2d-x for C++.
I recommended that you should choose cocos2d-X
I started with Cocos2d-android as it appeared a better option , but after a while I was shocked that I could not find any tutorials for Cocos2d-android
either go the Cocos2d-x-android , or take AndEngine
I never tried Cocos2d-x-android , but I can confirm that AndEngine is pretty good and got lots of examples and enough tutorials to get you started [AndEngine lacks documentation though .. but that won't be a problem if you started with the official examples]
Edit: AndEngine is kinda dead now
There are a hell lot of bugs in AndEngine...
i had first the same dilemma of choosing one thing over other but my options include libgdx,andengine and cocos2dx...
Though libgdx is a framework but its the most powerfull of them all and you can go very deep in the code (u might create some extraordinary events)...but for a beginner like me thats a tough one as i have no experience of game programming (also the kind of easy docu given at its site allures you to use it but after a while when you want to create something of your own you are puzzled)..
But the best performance is guranteed !!
Next comes the AndEngine ..excellent work doen by Nicolas..but alas the bug count is ever rising and there are not consistent results around the devices..its one of the major drawback..you can avoid bugs but when performance is hitted hard you have no option but to leave it !!
Cocos2d-x(this is what AndEngine without bugs and good-performance would be like in the future)..
but the only drawback with cocos is the programming on not-a-mac OS...you dont have the usual code completion and tiny-miny features which are programmers essentials these days..but for performance and bug-resistent coding we have a runner-up to libgdx !!
For Android, I would highly recommend LibGDX: native, good documentation, and large community/forum.
Related
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 8 years ago.
Improve this question
I'd like to create an interesting mobile game (I hope it will be really ineresting). There are two best tools on the markeT: UE4 and Unity3d.
UE4 has an attractive interface. This interface is very intuitive to understanding. Blueprints are also very intuitive to understanding. But, UE4 is totally not ready for multiplatform's development: Android's support is VERY bad :(
Unity3d is much hard to understand, Unity3d requires much stronger programming's skills, iterface is ugly, not intuitive etc. But Unity3d is really works on almost every mobile platform and for almost every mobile device on the market.
so, does it make sense to "play" with game's prototype in UE4, quickly create and test main logic (Blueprints are great and easy to use), then, after I'll sure my idea is really interesting & attractive for players, move art assets to Unity3d, coding Blueprints's logic in C# etc???
Unity3d is much hard to understand, Unity3d requires much stronger
programming's skills, iterface is ugly, not intuitive etc.
Thats like YOUR opinion man.
MY OPINION is that UE4 interface is bloated and slow and unity's has just what you need and no more. Both are infinitely modifiable so either one can be fit to suit almost anyone's needs.
So not a good reason to choose.
so, does it make sense to "play" with game's prototype in UE4, quickly
create and test main logic (Blueprints are great and easy to use),
then, after I'll sure my idea is really interesting & attractive for
players, move art assets to Unity3d, coding Blueprints's logic in C#
etc???
So this all depends on who you are but in general if your not much of a programmer than sure it makes sense to use the excellent UE4 blueprint system. There are solid visual scripting tools in Unity that you can buy though. So thats not really a good reason to decide on which engine to use for prototyping.
I dont see any reason if you prototype out your game in blueprints to switch back over to unity. If you went through all that trouble to learn UE4 and the blueprint system. Just build your game that way. Same goes if you prototype your game in unity.
But, UE4 is totally not ready for multiplatform's development:
Android's support is VERY bad :(
Sir/Bro... at the speed at which UE4 is churning out new features by the time you even get halfway done with your prototype my guess is android support will be pristine. (dont hold me to that just a guess)
Ok so if you are just wanting to make a game thats my answer for you ... HOWEVER if you are going to be or have plans to be a programmer my alternate advice is whichever you choose do not use any visual scripting period. Learn the ways of your craft by doing and learning from others.
If your end goal is to become a programmer and you want the easier start go for unity C#. C# is a bit easier to get into and the iteration times on unity are next to nothing.
If you have a bit more time on your hands and want to get nitty gritty go with c++ UE4... or go all the way and build a game from scratch c++.
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 5 years ago.
Improve this question
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.
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 9 years ago.
Improve this question
HI i am new to Android
I needed guidence from experienced programmers in this site
I have executed "Hello world" program and simple ones, i found out the best way to lean android programmig is by practicing Google sample codes, i downloaded through eclipse and placed on eclipse workspace
I have ambuiduity in which programs to start like proj1--- then --- proj2 ---later---- proj3
if i randomly open some project the code is complicated and i am lost
it would help if someone direct me to learn the order of projects i need to follow to practice
please share your experience
I am in a similar position. I've been doing a few things at once:
Following the training through from
http://developer.android.com/training/index.html
in order. There's a lot there, I got to about half way through 'getting started' before I was ready to try creating my own app.
Reading the guides on a topic when I start to use it and want to know more
http://developer.android.com/guide/components/index.html
Working on a simple application idea of my own to give me some focus. I've been hacking away at it learning as I go. I found this was better than following someone else's example as I was motivated to see my app work, and it's actually pretty easy going so far. I've been using the Google docs and searches (lots of Stack Overflow threads) to help.
Now I'm at the point where I'm going back and improving the implementation of my app, looking at bits of it I think are messy and researching if there's a better way to do it. Which is all good learning too.
I've only been using the sample apps as a reference if I want to see how something specific was done.
In my personal experience, I find it easier (once you have your idea) to design an example User Interface to display how you want the system to work for the user. This helps keep things more User Friendly once everything is published. I'd suggest looking at example UIs from various Android Apps in Google Play or by finding example source code at places like GitHub.com, like this Ribbon Menu:
https://github.com/darvds/RibbonMenu
Once you have the UI designed, you should move on to designing the network/protocols which drive the background communication. Then it's as simple as connecting the Graphics with the Built-in Sensors and communicating with your network using HTTP, GCM, and/or Sockets.
To further your resources, there are tons of examples on GitHub which can help you learn different programming styles in a published application. If these are still too complex for you, there are many tutorials that could easily be found a Google search of "Android Development Tutorials". I took the liberty to find you one which looks pretty simple, applicable, and somewhat example driven:
http://people.bridgewater.edu/~arn002/csci440/android-tutorial.htm
As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 10 years ago.
I just want to know, that in the long run, using which of these engines will be better. Although I feel that using Cocos2D will be a better option, as it can also be used for iphone development, there's just 1 tutorial http://dan.clarke.name/2011/04/how-to-make-a-simple-android-game-with-cocos2d/ which I've found so far.
libgdx, on the other hand has a complete book.
I will suggest libgdx too. It looks more promising than AndEngine.
I've tried both Andengine and libgdx. Have not tried cocos2d. Andengine performed really poorly. The main advantage I get with using libgdx is that you can run your app on the desktop rather than on an emulator or device, which makes iteration times much faster, which is essential for game development. If cocos2d can do this, then I think it's fair to use, but rapid iteration is definitely what sets libgdx apart from Andengine.
i'm currently developing a game and i started with cocos2d. I struggled with it's coordinate system. Then i tried AndEngine, it was nice, but i was afraid of performance. So i switched to libGDX and im happy with it. It might look a little low level, but i think that you'll switch from other engines to libGDX eventually.
I am a newbie to both android game develop and libGdx.
By my 3 month experience, libGdx is quite fun.
Lots of demo, not bad document, and forum.
And Coco2d seems stop developing and the main developer has changed to use libGdx.
So I guess libGdx maybe a better choice.
Consider using AndEngine. From a short look at libgdx, they seem similiar (Although AndEngine is 2D only). However, AndEngine has everything you need for a 2D game. The only thing it lacks is documentation, but it is open source - if you don't get something, take a look at the code.
There is an active forum here, and there is also a SO tag for AndEngine, so you can ask questions here too.
It also has many extensions for useful add-ons, like the physics engine Box2D which is a 2D cross platform physics engine used for many well known games (For example, Angry Birds uses it). It also supports TMX tiled maps, with a pretty easy interface (Actually that's the game I'm developing now, it's really easy to use the AndEngine TMX utillities).
So.. before you pick one of cocos2d or libgdx, take a look at AndEngine :)
#Greg That's not true...
It is easy to learn and good documented engine
There is almost no javadoc at all. But the forums are full with tutorials, and so is the web.
EDIT: From your comment at Greg's answer, if you are looking for easy developing, AndEngine is a good choice. From taking a look at that's cocos2d tutorial code, it seems much more complicated and less intuitive than AndEngine's code.
I am currently using libgdx for the box2d physics and also cocos2d for drawing and scenes. It is very useful and I highly recommend it.
andengine is only use for student,it easy to learning,hava alot of example but the performance very terribel,and it can not fix. :( if u continue using andengine for developing commercial game,u will be disapointed
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 9 years ago.
Improve this question
I just started to learn Android development.
My previous experience is majorly .NET framework in C#. I have some experience with Linux and basically no idea about Java.
So, which is the good way to be an Android development expert? Books? Study roadmap? Anything would be appreciated. I am all ears to your advises.
Thanks.
(Apologies if this is not the right place to post such a question.)
The first thing you must do is learn Java. Head First Java would be a nice introduction. Android applications commonly use complex Java concepts, such as inner classes, anonymous classes, generics, etc. You should become a Java expert before becoming an Android expert. It will make your life alot easier.
After this I would recommend learning Android by reading an intro book such as Beginning Android 2.
After this -- or as a supplement to the book -- go check out the android developer's guide, where you will get tons of great tips and sample code. Make sure you understand all of this sample code.
Somewhere along the way, you should check out this wonderful tutorial on creating a "real-life" application. It goes step-by-step and helped me alot.
If you have worked with C# then it should be no problem simply "jumping in"... it's basically the same language, you just have to learn the libraries like anybody else. Just remember to compare strings with .equals() instead of == :) Microsoft did a might fine job evolving (cough copying cough) the Java language so you should feel right at home :)
Seriously, you don't need to bother much with learning Java per-se, just get Eclipse, install the SDK and start read the developper's guide. AFAIK there aren't any good Android books out there, but there are a lot of interesting videos here. The videos should be your best source of information really...
I learned Java and Android at the same time (had no previous experience with Java). I can't really say that my first apps were particularly good but, as with anything else, you get better with time and experience. Now I'm working a full time job developing Android apps (after a few open-source projects) :)
I guess it depends on how you prefer to learn. I started by jumping right in and doing some tutorials and some small apps for myself, so that's all I can recommend (I have not read any Android books). If you want something to read, the developer's guide will keep you entertained for at least a few hours.
For Java I would recommend Thinking in Java, for Android you can find sth interesting (for beginners) here http://developer.android.com/resources/browser.html?tag=tutorial . Personally I tried to read some books about android but they are not particulary interesting (Pro Android 2).
If u want to make a career in Android, first learn basics in JAVA.
Read JAVA The Complete Reference book to improve your understanding.
Then start learning Android. Using Google search will provide you a lot of video tutorials to learn android.
check out Google I/O developer conference and also this video