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I tried corona sdk free edition, i really liked it. The problem is, that im not so good developer to use corona paid edition for my small project, i'm aware that i'll not earn my money back. Are there any free alternatives, like Corona? I'd prefer lua scripting, proper IDE and some other cookies.
Question two: Is there any way to publish app made with corona free edition on android market? Maybe there are some companies that provide publishing apps if i share my source with them.
Moai is open-source and uses Lua. I love Corona and put out an iPhone game I developed using it, but I'm planning to explore this new option for my next project.
We switched our studio from Corona to Moai last week. Corona is good for beginners learning Lua but has significant performance limitations that we could not overcome. It took me a week to port our Lua code over and write an extra management layer but overall we are much happier with an open source platform like Moai. I had a couple of questions on Moai which were answered promptly in their forums.
What finally pushed me over the edge was the Moai game Crimson Pirates which was #1 last week. See this video and download the game to see what I mean by performance in Moai. You couldn't write a game like that in Corona and get good performance.
Not sure if the Corona/Flash connection is a good thing. Flash may be popular but it's held in very low esteem by most game developers. When I challenged Walter on the performance issue, he didn't have any good answers. At least with Moai if I don't like the performance I can look at the code myself.
You may want to try Gideros Studio, which is free, and has an IDE. It includes some goodies like font creator and texture packer also.
If you send an email to the developers, I believe they'll also help you with your project.
There are Corona, Gideros, Moai, and LÖVE. Here is a review.
The other SDK's mentioned are also Lua-based and work much in the same way as the Corona SDK, however, Corona has had lots of time to mature, and is co-founded by Carlos Icaza and Walter Luh, both of whom are pioneers in the mobile industry (they have worked for Macromedia, Adobe, Apple, the list goes on, etc. etc.)... In fact, they've had their hands in industry-leading software that many of you probably use on a regular basis (Illustrator, Photoshop, the list goes on...)
The Corona SDK is also growing an amazing pace, so you can be confident that it's going to stick around for a while.
And to answer your final question, no, you cannot build for distribution using a trial membership with Corona. The trial, however, does not expire.
Moai is open source, and designed for pro game developers. It needs more work on documentation but if you are experienced you can generally find your way around it, and the forums are good at responding quickly.
Corona is aimed at beginners and is a closed source product. If you are a beginner, you are better off sticking with Corona or GameSalad. Bungie is using Moai. You don't see big studios using a closed source solution like Corona, mostly beginners and indie devs.
Moai! is awesome! It's a great alternative to Corona and if performance is a problem you can always get into the source code and address it yourself.
I've personally contributed to Moai (upgraded Box2D to the latest version). Their team was quick to integrate the changes in addition to some bug fixes. They're moving really fast and it's getting better every day.
At first I was hesitant writing everything in Lua, so I took Moai for a spin by porting on of my existing games on iPhone B.I.T.S Pinball written with my own engine in C++. I was pleasantly surprised that not only was it almost just as performant but MUCH faster to re-implement and cut way down on the code. Lua coroutines are like magical pixie dust.
If you are looking for an open source alternative to Corona, as others have noted, the Moai open source game framework is making a lot of progress and a number of experienced game developers are using it. I switched to Moai in since November and it's basically an open source, high performance game engine with Lua.
Moai might not be suitable for a beginner though. I'd stick with Corona Free edition if I was just getting started, then switch to Moai when you are 100% sure you can create a good game.
the free open-source thing of MOAI is just a (big) added bonus to its capabilities.
It's syntax is similar to corona due the fact they both usa LUA as wrapper, corona has a better number community, tutorials and DOCS are very well spreaded all over the net. Moai just lacks of them if you don't consider the examples on "samples" directory of the SDK and the few examples on their forum. Corona workflow is amazing, i can work with IntelliJ Idea and have both auto-completion on LUA (this works also in MOAI obviously) and Corona itself, plus i can run the output straight on the simulator.exe (time saving!)
Moai is more for advanced people, it's updated on the fly everyday but again, you really should check it and spare some time with it, you won't regret it!
I second the call to check out MOAI! I've done 4 titles with MOAI so far, and won't be stopping any time soon .. MOAI absolutely kicks ass!
Also check out LOAD81, which is a similar effort albeit with SDL as the target environment: http://github.com/antirez/load81
Please note that the Corona platform is totally free now.
Corona Product into page.
They call it completely free! :)
Related
I already found some answers to this question here but they were all two years old or more.
Can anyone suggest me a cross platform (iOS+Android) mobile 2D game engine (Java or C++)?
I'd go with AndEngine but it supports Android only.
Thank you.
I recommend libGDX. As you may have read from a few of the other threads in StackOverflow, it is one of the popular ones and there is sufficient material provided to assist you to get familiar with.
Here is their Github page, which has loads of information to get you started (see external tutorials in the wiki). I would also like to recommend dermetfan's libGDX channel for a basic introduction that I have found useful with certain components (search dermetfan libGDX in youtube, would provide link but I'm restricted to two links).
Personally, I have used libGDX as a mobile 2D game engine for a work project, and I've found it really nice. Hope this helps!
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I've worked for some time with Unity3d and found it's 2D part with OnGUI() or GUITextures too clumsy. Also, even a smallest game done on Unity3d is at least 10MB download which is just too much for a 2D game.
So, I'm currently looking for an engine for 2D. I've tried Cocos2D but it's iOS only and I wouldn't like to rewrite everything into another language for Android (so, e.g. Java port of Cocos2d for Android is not an option). Instead, I want to write the code once and with least hassle deploy it on iOS, Android and possibly Windows Phone 7. I have both Mac and Windows.
Just to be more detailed, here are my requirements to the engine:
must be cross-platform
must be efficient
should be C++, Java, C# or Objective C since I'm comfortable with them and NOT Flash, Javascript, HTML5 since I am not a web developer
must have a large community, tutorials, additional libraries which cover most of the stuff you'd have when developing on iOS or Android directly (in-app billing, facebook etc.)
the final delivered package must be not too large
the engine can be free, but I also wouldn't mind paying a reasonable price
I've found the following engines:
Marmalade (and IwGame engine on top of it) - C++, found overall very positive reviews of Marmalade but not sure about IwGame. EDIT (March 2013): Looks like Marmalade SDK now includes Cocos2Dx and some in-built IDE which makes it much better (and costs $150 per year for indie dev which is ok with me).
Corona SDK - Lua (efficiency doubtful), also needs internet connection to compile code
Cocos2d-x - C++, received lots of reviews from developers, mostly positive and many think it's best for 2D
Particle code - Java+Eclipse, found no reviews or comments
Moai - Lua, coudn't find any reviews/opinions on it
Monkey engine - seems to have too few features
Haxenme - it's Flash, I've never used it and don't want to
use Unity3d but with 2D packages like 2D Toolkit
ports of SDL to Android (also here) and iOS - doesn't look to have much support or current development (?)
GLBasic - Basic language, I don't like it
playN - seems to be early in development (?)
Gamvas - HTML5, doesn't look like a mature engine to me
Ignifuga - Python, also doesn't look mature
ORX - not sure if it's still developed (?)
Construct 2 - reminds GameMaker, might be ok for rapid prototypes but definitely not for industry-level games
XNA and then port the game using ExEn (would need Mono Touch to port to iOS and Mono for Android to port to Android) - C#, and is probably more thought for folks coming from Microsoft products like xBox (I come from Android). Also, those Mono tools cost $800 in total for small developers
Impact - JavaScript, uses HTML5. I'm not much into JavaScript (e.g. preferred C# on Unity3d), also not sure about efficiency since it runs in the browser (?)
GameMaker - own scripting language GML and I actually remember this one as a tool for non-programmers. Has it actually grown into a real engine, I mean for serious development?
AppGameKit - C++, yet seems to be still pretty new. Haven't found any reviews on it
use Cocos2D and Objective C to develop for iOS only and then make an APK for Android out of it using Stella SDK. Has anyone done this? I'm pretty sure there will be limitations, and how about Google's in-app billing, AdMob and Facebook integration on Android?
Moscrif - JavaScript, looks like it's more for former web-developers
Starling - Flash 11, i'm not much into Flash
ND2D - not yet 1.0, does it have many features?
So, I'd be happy if you could comment from your experiences with the engines and suggest which one in the list (or anything else that I've missed) is the best for the described requirements. I also may be wrong with my first impressions about some of the engines.
I'm currently thinking of Marmalade+IwGame as the best option but since I don't have much info about Cocos2d-x and Particle code, I am not really sure about it.
Thank you!
EDIT (June 2013): So far I made 2 cross-platform 2D games and used Unity3D with 2D Toolkit plugin for both. For the game with simple GUI I used a simple self-made GUI system based on Unity's own. For more complex one (e.g. where GUI elements can overlap) I used the NGUI plugin. Recently 2D Toolkit added some more classes for GUI which is very handy since one had to use 2 different systems for texture atlases when combining NGUI with 2D Toolkit. I'll definitely try that one in the next 2D game. The main reason for choosing Unity3D for 2D games was that I already was deep into Unity3D both in terms of experience and accumulated code snippets for re-use. Also, I purchased Unity3D pro (with Android Pro and iOS Pro) for 3D games and it made full sense to just pay additional $60 for the 2D Toolkit to get 2D games also covered. I so far don't regret my decision, it seems to have been optimal for my case. The only thing which gave me headache was adding social features with the Prime31's plugins (Android & iOS social plugins) but I assume that their bugs are not the fault of Prime31 but of Twitter/Facebook instead, so I probably would see the same bugs on any other engine or plugin.
EDIT (Jan 2014): I guess with Unity 4.3 the answer to my question is pretty obvious now: the Unity's new sprites system and maybe also 2DToolkit totally beat anything else, especially for people who have (like me) been on Unity for a while and purchased the Pro version with add-ons.
LibGDX is one of the best engines I've ever used, works on almost all platforms, and performs twice as fast as cocos2d-x in most tests I've done. You can use any JVM language you like. Here's a 13 part tutorial in Java, and here's a bunch using jruby. There's a good skeletal animation tool that works with it here, and it has baked in support for tiled TMX maps as well. The ui framework is awesome, and it has a scene graph and actor style API similar to cocos2d scenes, sprites and actions. The community is awesome, updates are frequent, and the documentation is good. Don't let the java part scare you, it's fast, and you can use jruby or scala or whatever you like. I highly recommend it for 2d or 3d work, it supports both.
I've worked with Marmalade and I found it satisfying. Although it's not free and the developer community is also not large enough, but still you can handle most of the task using it's tutorials. (I'll write my tutorials once I got some times too).
IwGame is a good engine, developed by one of the Marmalade user. It's good for a basic game, but if you are looking for some serious advanced gaming stuff, you can also use Cocos2D-x with Marmalade. I've never used Cocos2D-x, but there's an Extension on Marmalade's Github.
Another good thing about Marmalade is it's EDK (Extension Development Kit), which lets you make an extension for whatever functionality you need which is available in native code, but not in Marmalade. I've used it to develop my own Customized Admob extension and a Facebook extension too.
Edit:
Marmalade now has it's own RAD(Rapid Application Development) tool just for 2D development, named as Marmalade Quick. Although the coding will be in Lua not in C++, but since it's built on top of C++ Marmalade, you can easily include a C++ library, and all other EDK extensions. Also the Cocos-2Dx and Box2D extensions are preincluded in the Quick. They recently launched it's Release version (It was in beta for 3-4 months). I think we you're really looking for only 2D development, you should give it a try.
Update:
Unity3D recently launched support for 2D games, which seems better than any other 2D game engine, due to it's GUI and Editor. Physics, sprite etc support is inbuilt. You can have a look on it.
Update 2
Marmalade is going to discontinue their SDK in favor of their in-house game production soon. So it won't be a wise decision to rely on that.
You mention Haxe/NME but you seem to instinctively dislike it. However, my experience with it has been very positive. Sure, the API is a reimplementation of the Flash API, but you're not limited to targeting Flash, you can also compile to HTML5 or native Windows, Mac, iOS and Android apps. Haxe is a pleasant, modern language similar to Java or C#.
If you're interested, I've written a bit about my experience using Haxe/NME: link
V-Play (v-play.net) is a cross-platform game engine based on Qt/QML with many useful V-Play QML game components for handling multiple display resolutions & aspect ratios, animations, particles, physics, multi-touch, gestures, path finding and more. API reference
The engine core is written in native C++, combined with the custom renderer, the games reach a solid performance of 60fps across all devices.
V-Play also comes with ready-to-use game templates for the most successful game genres like tower defense, platform games or puzzle games.
If you are curious about games made with V-Play, here is a quick selection of them:
Squaby: a tower defense game
Chicken Outbreak: a platformer like Doodle Jump
Blockoban: puzzle game
Crazy Elephant: a game similar to Angry Birds
Snowball Mania: multiplayer action game
Blitzkopf: brain game
(Disclaimer: I'm one of the guys behind V-Play)
Here is just a reply from Richard Pickup on LinkedIn to a similar question of mine:
I've used cocos 2dx marmalade and unity on both iOS and android. For
2d games cocos2dx is the way to go every time. Unity is just too much
overkill for 2d games and as already stated marmalade is just a thin
abstraction layer not really a game engine. You can even run cocos2d
on top of marmalade. My approach would be to use cocos2dx on iOS and
android then in future run cocosd2dx code on top of marmalade as an
easy way to port to bb10 and win phone 7
I find a nice and tidy Wave game engine few days ago. It uses C# and have Windows Phone and Windows Store converters as well which makes it a great replacement of XNA for me
and what about LibGDX from BadLogicGames?
Check out Loom (http://theengine.co) is a new cross platform 2D game engine featuring hot swapping code & assets on devices. This means that you can work in Photoshop on your assets, you can update your code, modify the UI of your app/game and then see the changes on your device(s) while the app is running.
Thinking to the other cross platform game engines I’ve heard of or even played with, the Loom Game Engine is by far the best in my oppinion with lots of great features. Most of the other similar game engines (Corona SDK, MOAI SDK, Gideros Mobile) are Lua based (with an odd syntax, at least for me). The Loom Game Engine uses LoomScripts, a scripting language inspired from ActionScript 3, with a couple of features borrowed from C#. If you ever developed in ActionScript 3, C# or Java, LoomScript will look familiar to you (and I’m more comfortable with this syntax than with Lua’s syntax).
The 1 year license for the Loom Game Engine costs $500, and I think it’s an affordable price for any indie game developer. Couple of weeks ago the offered a 1 year license for free too. After the license expires, you can still use Loom to create and deploy your own games, but you won’t get any further updates. The creators of Loom are very confident and they promised to constantly improve their baby making it worthwile to purchase another license.
Without further ado, here are Loom’s great features:
Cross platform (iOS, Android, OS X, Windows, Linux/Ubuntu)
Rails-inspired workflow lets you spend your time working with your game (one command to create a new project, and another command to run it)
Fast compiler
Live code and assets editing
Possibility to integrate third party libraries
Uses Cocos2DX for rendering
XML, JSON support
LML (markup language) and CSS for styling UI elements
UI library
Dependency injection
Unit test framework
Chipmunk physics
Seeing your changes live makes multidevice development easy
Small download size
Built for teams
You can find more videos about Loom here: http://www.youtube.com/user/LoomEngine?feature=watch
Check out this 4 part in-depth tutorial too: http://www.gamefromscratch.com/post/2013/02/28/A-closer-look-at-the-Loom-game-engine-Part-one-getting-started.aspx
I've tried AppGameKit, It's both c++ and Basic.
It's very easy to code 2d games in the Basic varient, with physics, collision and heaps more.
It's also in active development, and really cheap (65$).
The main problem is that it's really hard to compile for Android (you need to download heaps of files and follow difficult guides and things like that)
My opinion is that it isn't yet good enough for commercial use, but is good for indie programmers
It's got a medium size community
I currently use Corona for business applications with great success. As far as games go, I'm under the impression that it doesn't provide the performance that some of the other cross-platform development engines do. It is worth noting that Carlos (founder of Ansca Mobile/Corona SDK) has started another company on a competing engine; Lanica Platino Engine for Appcelerator Titanium. While I haven't worked with this personally, it does look promising. Keep in mind, however, that it comes with a $999/yr price tag.
All that said, I have been researching Moai for a little while now (since I am already familiar with Lua syntax) and it does seem promising. The fact that it can compile for multiple platforms, not limited to mobile environments, is appealing.
Multimedia Fusion 2 is also a worth contender, considering the complexity of games produced and the performance realized from them. Vincere Totus Astrum (http://gamesare.com) comes to mind.
Recently I used an AS3 engine: PushButton (now is dead, but it's still functional and you could use something else) to do this job. To make it works with Android and iOS, the project was compiled in AIR for both platforms and everything worked with no performance damage. Since Flash Builder is kinda expensive ($249), you could use FlashDevelop (there is some tutorials to compile in AIR with it).
Flash could be an option since is very easy to learn.
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First a little background:
I've done a little coding before in C, C++, Java, and Actionscript 2.0. I'm most familiar with C programming since I've taken actual classes in it.
I might be interested in learning how to do it with Adobe AIR/Flash CS6, but is it best to start developing in Java and using the Android SDK? Or can I use C with the SDK?
I'm just a little lost on where to start because whatever route I take there will be multiple things I know nothing about. I guess I'm just wondering what I should start familiarizing myself with first.
Thanks for any insight!
If you just want to do game development, it's still a steep hill to climb, but I would think that a general purpose game engine like Unity3D would be your best bet. There's still a ton to learn, but it'll all be specific to what you're actually doing, rather than the mountain of stuff you need to learn to get a handle on ActionScript 3 and Flash, and/or native Java Android code.
Ultimately the question you have to ask is "why Android"? There are a bunch of cross platform development tools (you named one yourself) that will compile to Android. What's your objective? If it's to write games and sell them, then your best best is not limit yourself to Android and built in an environment that can be easily ported to many places.
I'm agree with cross platform development tools such as Unity3D which has been mentioned by Dr.Dredel. However, in Native you have so much ability rather than other tools. Its good practice to start with Canvas for 2D game development. To get more experience then dive into pool of OpenGL ES. I started like that. Apress has so many useful books that you can refer to them.
Pro OpenGL ES for Android,
Advanced Android 4 Games (This might be good for you as you said you have experiance in C development),
Pro Android Apps Performance Optimization,
Practical Android 4 Games Development,
Beginning Android 4 Games Development,
Pro Android Web Game Apps
If you want to develop for Android, you'd better off with Java. Forget about C/C++ and native libraries for a while.
Get a book. Any recent book will do, just flip through the pages and make sure they don't concentrate on single topic, like "porting a decade old PC game to Android", but instead give a broad explanations, preferably including 2D and 3D development details. Just off the top of my head, "Practical Android 4 Games Development 2011" looked nice when I saw it last time, but I'm sure there are many other decent books.
Get the tools. With a decent Linux box it takes about 1 hour to download and install SDK and Eclipse. Android is based on Linux, so while coding on Windows might be fun, I'd recommend against it.
Go through the book and SDK examples. Copy/paste the code into Eclipse and make it work. You don't need an actual device for that, emulator would be enough for basic tutorials and examples.
After you have finished pp.1-3, you should already have a grasp of Android programming and be ready to participate in some kind of project. Don't start alone, get your friends involved or join an existing development. Working with the skilled people is the easiest way to learn.
Have fun! =)
Learning OpenGL and the Android SDK at the same time is likely to be a very daunting task. Unless you are already familiar with OpenGL, I suggest the AndEngine game library. It abstracts OpenGL into what is probably an easier-to-use API for someone beginning with Android game programming.
I would avoid Adobe Air for more ambitious games since it doesn't allow multi-threading.
Java is the preferred language that should be used for developing Android applications. You may also have to use Eclipse, but there are a few others out there. Personally, when I decided that I wanted to make an Android app, I had no programming language or any knowledge of basic computer science. YouTube videos, source codes, and the development page in developer.android.com help. Knowing Java is very useful. Just practice and study android source codes. You have the background, now you can focus on the product you want.
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we made a quit big iOS application with 2000+ objective c classes. I am wondering there is a best practice guide to port it to Android ? Currently I am looking at Visual Paradigm (UML) which reverse engineers objective c files to UML. Like Enterprise Architect it also allows me to generate code(headers + declaration) for another popular language like java or c++. Are there any other approaches yet ? Also, as our app is heavily using the UINavigation and UIView controllers, I am wondering there is similar model and implementation on Android.
Thanks so far, guenter
In all honesty, I think that what you are planing is just going to make for crappy code that will be insanely hard to maintain. I realize it sounds like a lot of work, but its gonna be easier in the long run, I would just "port" the concept of the app to android and write it from the ground up.
The Apportable SDK
It cross-compiles Objective-C applications to Android, without extensive changes to the original codebase. Instead of translating the code to Java, Apportable cross-compiles your code to run directly on the Android device’s processor, bypassing the Java runtime, resulting in speed and performance that rivals the iOS version.
The platform has been tested on Apportable’s library of over 150 devices and in the wild, where Apportable-powered apps have received 5-star reviews on thousands of devices.
check out the sdk here
AFAIK there is no automatic tool to convert Objective-C to Java. There is java2objc that does the reverse.
Here are some official tips for porting Objective-C to Java: http://www.nextcomputers.org/NeXTfiles/Software/WebObjects/Guides/PortingObjectiveCtoJava.pdf
I'm not an iOS expert, but AFAIK iOS does not have layout managers - it uses XIB/NIB to do layout (or dynamically in code, which is not recommended). On Android there are layout classes which are primarily used to support different resolutions. Also, layout is declared via XML files.
So it seems there is a lot of hand-coding in front of you. Since a project is quite large, I'd get a help of an expert that knows both Android and iPhone.
For going from C or C++ to Android you are probably best of using the NDK. The problem is that I don't think this is possible (at least, not directly?) for Objective C.
I think it might be best to try and go to C, and then use the NDK to make it into an app for Android. Going from your code, trough UML to JAVA sounds like a much harder option.
just to let you know how the story did end up, I kept using Sparx Enterprise Architect and have my design, architecture and documentation well under control, for all platforms finally except for JavaScript. Its a bit tedious when integrating new features but in an enterprise environment it saved me a lot of time. We are working on iOS, Desktop(Web2.0/HTML5), Android, Blackberry, Symbian and some router systems. To get rid of platform specific things, I introduced always an additional layer. Seems to work for our products so far.
Thanks to all again, g.
MyAppConverter service helps to convert native iOS mobile apps instantly to native Android app, it's not focused mainly on the look and feel, and UI interaction of your app. That means it don't replicate your application as it is. Instead, MyAppConverter make all changes to make a project suitable for the development of an Android application.
MyAppConverter currently support only iOS to Android conversion and objective-c to swift.
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I've looked around for a physics engine that will play nicely with Android, but I've only been disappointed.
In terms of performance, I had heard that jbox2d was the best bet, but (from my understanding) ever since Android SDK V1.0, the Dalvik VM's verifier has become very strict and rejects some of the key classes and refuses to run. This problem persists after using the dx tool (although I might be using the tool improperly).
I know that the AndroidBox2D porting project exists to optimize jbox2d for the Android garbage collector, but the project page doesn't have any downloads and the gpl license isn't as attractive as the zlib license of the original.
Does anyone have any tips for making jbox2d work in Eclipse, or have any recommendations for where I should start looking?
I don't know why Dalvik would reject classes unless they were obfuscated with some tool. Did you try recompiling Box2d from source?
The only other Java lib I've seen is http://www.cokeandcode.com/phys2d/
I am getting good results with the Java version of APE using Fixed Point math rather than floats.
http://www.cove.org/ape/
I have done an implementation of the APE engine now using (mostly) fixed point math and it is without garbage collection. Its a pretty nice engine to do stuff with constraints but seems less suited for really rigid bodies.
http://code.google.com/p/ape-physics-for-android/
You could also look into the NDK port of Chipmunk (download link on youtube page)
http://www.youtube.com/watch?v=_i_GFjfmLTc
Also look # Glaze which is optimized for arrays .. might not be a horrible port to Java from AS3 (it was ported to Haxe also)
http://code.google.com/p/glaze/
I am not sure, if jBox2D is really suitable for smartphones. I would rather look at J2ME engines, as they are highly optimized for performance- E.g: http://emini.at
Also you should have no problems with integration.
Libgdx has JBox2D built in and is cross platform (Android, Java Desktop, GWT Web) like Unity, tho it's free and open source.
I got it set up in 15 minutes and was creating physics bodies in no time. The Libgdx physics manual helps from there. Good luck!