Show HN: I built an Android game
play.google.com
play.google.com
My design skills are awful, but using Inkscape [2] I was able to come up with something half-decent (according to my friends, assuming they're not just humoring me). I found Derek Banas' youtube tutorials [3] very handy for learning how to use Inkscape.
Incidentally, one very useful tip I found (can't remember where, maybe stackoverflow) is that you must avoid creating any new objects during the render() method (ie during the game), because you'll get unpredictable garbage collection, making the game pause at random intervals. A handy way to check you haven't missed anything is to put a breakpoint in the Object class constructor in android.jar. If it gets hit during play when running in debug mode on a real device, then you're creating an object when you shouldn't be.
Feedback / suggestions on this game very welcome. Thanks!
[1] http://www.packtpub.com/learning-libgdx-game-development/boo... [2] http://www.inkscape.org [3] https://www.youtube.com/watch?v=zUIOEXssTSE
I've found this link gives some interesting performance tips:
http://www.devahead.com/blog/2011/12/coding-for-performance-...
I found it hard to do this with games. I have not figured out game monetization yet. I guess in-app purchases are what a lot of people do. I ported an open source game to Android which is on over 40,000 devices currently. Normally that would mean over $100 a month in ads, but this app generates nothing.
A lot of what I have been porting has been C++ (or C) code written in OpenGL 1.x, with lots of things like glBegin/glEnd statements etc. There are some bumps putting that on OpenGL ES but it has been OK so far. I know some game companies have a 90% common OpenGL ES C++ code base, and then the other 10% for iOS and Android specific hooks.
Fun, and pretty tricky, be nice with more visual polish.
I see a bright future too. For the best part of the last 12 months, a team of us have been working on a very complex game. Just the other week; using an outdated (pre-RoboVM), bastardized fork of libGDX, it took me a grand total of 3 hours (and I had never attempted it before) to merge in the RoboVM changes, install RoboVM on my system, fix a couple of bugs; then had the whole thing running flawlessly on the iOS simulator, iPhone and iPad. It runs faster than our native (albeit, Objective-C) iOS version of the game.
I couldn't recommend a better set of tools. I have a lot of respect for the contributors.
The graphics look like it was something created in 2002 using Paint Shop Pro.
I'm not a designer, but in order for me to install a game, the design needs to look appealing.
Make the tutorial a single page.
You can upgrade to silver using someone else's code. But to upgrade to gold, you need someone to upgrade to silver using your code.
The forced ad impressions are very annoying though.