sure, here some examples (everything was painted in paint.. some layer work was done in photoshop / graphicsgale)
Nice looking sprites man.
sure, here some examples (everything was painted in paint.. some layer work was done in photoshop / graphicsgale)
Pretty much this. To my dismay everything has been going close to how I predicted with my classmates. They start targeting C++ for everything, they bring back and start pushing DirectX, they Kill Silverlight, they kill XNA, they will now bring in Managed Direct X again. It is annoying though. Why does Microsoft keep on burning platforms that work perfectly fine. All they are doing is forcing everyone to learn a new language/API set.
I'm guessing not a lot. It might be useful for apps where you can use a bunch of standard menues etc, but for games there's really not much point. I did a bit of java code for android before realising the NDK existed, and it was just horribly slow. Just go the C++/OpenGL route, that's the only real cross platform alternative.
Does anyone know how many Android games ACTUALLY get coded in Java? I assume most games are created through things like GameMaker or Unity for cross-platform.
I'm a Java/C++ programmer. I have an idea for a small game for Android and possibly iOS to get started in game development. Still need to plan how I should make it.
Pretty much this. To my dismay everything has been going close to how I predicted with my classmates. They start targeting C++ for everything, they bring back and start pushing DirectX, they Kill Silverlight, they kill XNA, they will now bring in Managed Direct X again. It is annoying though. Why does Microsoft keep on burning platforms that work perfectly fine. All they are doing is forcing everyone to learn a new language/API set.
FunkeeFresh said:Does anyone know how many Android games ACTUALLY get coded in Java? I assume most games are created through things like GameMaker or Unity for cross-platform.
I'm a Java/C++ programmer. I have an idea for a small game for Android and possibly iOS to get started in game development. Still need to plan how I should make it.
It'd be nice if Microsoft, for the Next Box still had XBLIG but opened it up to Unity ... !
Mono and MonoGame are silly projects. It's good (from a technical perspective) that creators of Mono/MonoGame *could* program .NET/XNA-like implementations, but WHY are they doing it in first place? Why would anyone want to chase a big company and reimplement the same things, just because this big company doesn't bother to support *your* platform?
In the documentation it says that it's not worth it to develop in c++ as you won't see any performance improvements. I guess this doesn't apply to games? (I have no actual android experience, but plan on learning soon)
No, but MS develops and drops projects way too easily.what did you guys expect? You are using their proprietary stuff and expect it to run forever?
YOu need to download the .net runtime. That's it.you need all this crap in order for it to work
Why is it silly to allow people to compile their apps for other platforms easily?Mono and MonoGame are silly projects.
I agree but it still sucks to be a developer who has devoted lots of time learning a technology only to see it abandoned when it doesn't turn out to be exactly what they expected.I'm glad MS switched to standard HTML5/CSS etc lately.
You would need to write some little wrappers for Android and iOS to call your C(++) code from it. It's not that complicated.
yea that's a massive lie. I read that too when I discovered the NDK and almost considered sticking with Java. It was somewhere around a 10x difference when switching to native.
I thought the party line with the NDK was "use it for self-contained tasks where performance is crucial, otherwise use Java." Which was basically a big honking "USE THE NDK IF IT'S A GAME!" sign to me.
The NDK is a toolset that allows you to implement parts of your app using native-code languages such as C and C++. For certain types of apps, this can be helpful so you can reuse existing code libraries written in these languages, but most apps do not need the Android NDK.
Before downloading the NDK, you should understand that the NDK will not benefit most apps. As a developer, you need to balance its benefits against its drawbacks. Notably, using native code on Android generally does not result in a noticable performance improvement, but it always increases your app complexity. In general, you should only use the NDK if it is essential to your app—never because you simply prefer to program in C/C++.
Typical good candidates for the NDK are self-contained, CPU-intensive operations that don't allocate much memory, such as signal processing, physics simulation, and so on. When examining whether or not you should develop in native code, think about your requirements and see if the Android framework APIs provide the functionality that you need.
Mono and MonoGame are silly projects...
Here's the page in question: http://developer.android.com/tools/sdk/ndk/index.html (That's how I read it too)
Programming language / platform advocacy is pretty silly. It's really not worth getting bogged down in - Minecraft is written in Java and made a zillion dollars, meanwhile the guy who is convinced that X language is the way to go has 15 downloads.
Beavis and Butthead. xD Cool.sure, here some examples (everything was painted in paint.. some layer work was done in photoshop / graphicsgale) ...
...
Whatever happened to PlayStation Suite?
I work mainly in C++ but I love C#/Mono. When you factor in Unity/Monotouch/Monogame/Sony PSM/OpenTK it works on just about every platform that a game developer would consider.
My work output in C# tends to be much higher. It's a wonderful language with a great built in library. I don't have to spend nearly as much time managing cross compiling and libraries.
C and C++ are great but to think they are the only way to go is IMO foolish.
Whenever someone asks me what language I work in I say "All the C's".
YOu need to download the .net runtime. That's it.
Why is it silly to allow people to compile their apps for other platforms easily?
I think it's a little more complicated than you are letting on. Especially for a beginner.
Yep, using the same language and API for mulitplatform development is silly. Porting a windows game to android in 30 minutes is useless. :rollseye
Programming language / platform advocacy is pretty silly. It's really not worth getting bogged down in - Minecraft is written in Java and made a zillion dollars, meanwhile the guy who is convinced that X language is the way to go has 15 downloads.
This thread is getting heavy, and bordering on "I know more than you do..".
Can we split into talking about our games and discussing tech/languages to use perhaps?
It's fascinating. It's just like coding but I can understand it much better visually. It still has some kinks to work out though (still in beta) and the documentation is almost nonexistent for now. So you would have to go to forums if you have questions.How's Uscript? I've been using PlayMaker for the same reasons as you since I work better visually (Art Graduate Student here... straight text too boring for my eyes >_< )
if everything goes right, my new game Warping War Pig will be launching for Windows Phone and iPhone/iPad this week.
you can try it in flash here: http://warpingwarpig.com
Once i got the hang of it it was pretty fun.
Those were Doom sound effects weren't they?
I am currently working in Second Life for two classes
and it is the worst goddamn thing I have ever used.
I want to murder people ._.
--
In completely unrelated news:
I'm messing around in Unity. Any 'must have' extensions for it, like Probuilder or anything?
I love iTween, gives you access to some fairly powerful functions pretty easily. What will you be making?
I'd like to create a simple Thief-style level with visuals in the vein of Thirty Flights of Loving. Seems simple and easy.
if everything goes right, my new game Warping War Pig will be launching for Windows Phone and iPhone/iPad this week.
you can try it in flash here: http://warpingwarpig.com
Not really a fan. I can see a ton of potential here, but it just screams for polish and more consistenty in the overall visuals. If you want to go with a more sprite based look, do yourself the favor of keeping the pixel scaling 1:1 throughout the games different graphical elements, because right now it is all over the place.
If you go back and redraw/rescale a lot of elements,
the game is intended for small screens on mobile phones. the graphics look way different (better) on small screens. the flash version is a free promotional tool.
gee, how helpful.
if everything goes right, my new game Warping War Pig will be launching for Windows Phone and iPhone/iPad this week.
you can try it in flash here: http://warpingwarpig.com
I am not trying to offend you in any way, i just think presentation is important.
yeah, so, your suggestion to redraw all the graphics doesn't really make a lot of sense if you read what I wrote about how the game is finished and will be released in the next few days on multiple platforms.
it's sweet for you to let me know that I'm not that good at doing graphics though, thanks. I had no idea, it was a mystery until you came along!
I never said you were at making graphics, you defitnetly hit a pretty unique style that can do a lot to make the game stand out.
you're not wrong! apple rejected the first version of WWP I submitted because of some low-quality interface graphics. I cleaned stuff up here and there beyond what you can see in the flash version. I hope that my games can be successful due to fun gameplay.
I'm trying to team up with a guy who does 3D modeling, for a 2.5D WWP HD:
Lots of juniors in here, lately, battling for ... ehm ... what?This thread is getting heavy, and bordering on "I know more than you do..".
Can we split into talking about our games and discussing tech/languages to use perhaps?
I'm not sure about making my game in XNA now. I was picking up speed and getting things done quickly, and it has introducted me to some stuff that I wasn't clear on before, but the news about it dying has me doubting. I still think it works pretty well and I can see myself coding the full game with it (was going to start on March when I finish with some stuff). What do you guys think? Am I overreacting?
I'm not sure about making my game in XNA now. I was picking up speed and getting things done quickly, and it has introducted me to some stuff that I wasn't clear on before, but the news about it dying has me doubting. I still think it works pretty well and I can see myself coding the full game with it (was going to start on March when I finish with some stuff). What do you guys think? Am I overreacting?
Reminds me of Little Big Planet.Testing out a small new graphics style for a project, i think the idea could work: