[Q] Mobile Android Development - C++ or Other Android Development Languages

What is the advantage of using Basic4android to the other gameengines? Is there any features have the Basic4android in other gameengines?
tnx to all!

I haven't used it before. Sorry
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Basic4Android isn't really a game engine... it's a programming language/environment that makes coding for Android significantly easier! As a full programming language it gives you full flexibility to make games the way you want them, though of course you will need a bit of basic programming knowledge. There is a huge supportive community for it though, and lots of useful libraries (including a gameview library and gamepad library). I would highly recommend Basic4Android as I've earned a lot of money from it and I love the community over there! Much easier than going the Java/Eclipse route and without any real drawbacks...

squirrel_monkey said:
Basic4Android isn't really a game engine... it's a programming language/environment that makes coding for Android significantly easier! As a full programming language it gives you full flexibility to make games the way you want them, though of course you will need a bit of basic programming knowledge. There is a huge supportive community for it though, and lots of useful libraries (including a gameview library and gamepad library). I would highly recommend Basic4Android as I've earned a lot of money from it and I love the community over there! Much easier than going the Java/Eclipse route and without any real drawbacks...
Click to expand...
Click to collapse
You can now write games using Basic4Android and the LibGDX library. It works great. I've written a simple Flappy Bird clone using it and have posted a tutorial series online to show how I did it. I can't post links right now so you need to google flappy bird clone libgdx basic4android to find it.

Related

The New IPad vs Asus Transformer (Apple vs Android)

http://www.youtube.com/watch?v=YM88uL5LB3E&context=C49788a9ADvjVQa1PpcFP3U3pMTYAB1aOu-Ydq0GTAjLHTNzgvp3g=
Android wins again
It is largely supported, customizable and fairly easy affordable compared to the two other large smart phone operating systems available
open source, lots of customization. fast. lots of variations.
Android supports powerful Handsets.
Android can run dirt3 on OnLive app on the market and other xbox games
OMG. Counter Strike On Android! http://cs-portable.net/
the best
For me android is the best software that is ever made!!! its fast nice very customizable...
I agree. But I'm surprised more people aren't afraid of android, and google especially. They have too much power, and they're getting much more with this new google market. One day, everything we do will go through them.
Nothing is free.
lots of customization rom , open source can get or create many apps , and more free apps !!
Also on android its easy to get paid apps for free (i cant tell you how to get them because there everywhere).
Download onlive if you have a fast connection and try out dirt 3 or battlefield three. I advise you have a fast handset
OMG. Counter Strike On Android! http://cs-portable.net/
I love android. I had an iPhone and its so boring.. and I feel like I'm watched
Android:
Very powerful
Open source
Highly customizable
Custom Roms, OS's
Overclocking
and it's just awesome
Customizations, open source, and like the way it's set up.
On a side note, I find it fascinating that most people that are touting the open source aspects of android are using windows or mac on their home pc. Android is afterall linux based.
Wider selection of hardware, and better bang for your buck.
Greater customizability.
Compared to iOS, user interface always ahead of the curve.
But the tradeoffs are significant too, let's not forget:
Too little product control on Google's part results in often bad or worse stock ROMs.
Too little standardization of hardware means bugs, glitches, and app compatibility issues galore.
Because of the above issue, app developers often only stick with iOS and never make Android ports of their products. (Probably most significant with games.)
ROM switching is not nearly as easy as it could be, and this is of most practical importance for the new user for whom it may be an intimidating and laborious process.
Because of the above issues, I do not begrudge iPhone users of their choice, despite the jacked up price, the fad-ness of the device, and the degree to which it's locked down.
For many people, the capabilities of stock iOS straight out of the sleek, stylish box provide basically all they need, and for these people dealing with the headaches of Android may not be worth it.
wolfen69 said:
On a side note, I find it fascinating that most people that are touting the open source aspects of android are using windows or mac on their home pc. Android is afterall linux based.
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I use my PC as my primary gaming platform. I could use a virtual machine, though plenty of games probably just would never work, in which case I'd have to use a dual boot and thus be using Windows anyway.
I would guess that's a common and reasonable excuse on here.
mattymillz said:
I love android. I had an iPhone and its so boring.. and I feel like I'm watched
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Now THAT is irony.
Agreed.. it keeps getting better.. lol
Sent from my LG-P999 using XDA
Very bored for IP, Lov Android
DPMAce said:
I agree. But I'm surprised more people aren't afraid of android, and google especially. They have too much power, and they're getting much more with this new google market. One day, everything we do will go through them.
Nothing is free.
Click to expand...
Click to collapse
LOL. Colorado government is switching from hundreds of outlook servers to google servers for emails and cloud storage/services. The takeover continues...
Anyhoo, I like Android for its general functionality of the OS and ease of access to toggles, running apps, and true multitasking. I recently purchased an iPhone 4S and while its a great device and very very customizable, I have come to the conclusion that navigating through Android just makes more sense. In addition, the lack of true multitasking on the iPhone is ridiculous. If I want to upload pictures to SugarSync, it will only do so while the app is in the foreground; thus, to upload 150 ~2.5 mb pics, I have to simply start the process and leave the phone alone til it finishes. Kinda silly.
Open source enough said
I think the drawbacks outweigh the benefits.
Android is #1
My main reason is because all of the emulators! i love having NES SNES GBC GBA N64 PS1 ATARTI SEGA GG, MASTER SYSTEM AND GENESIS. i have all of my favorite games, mario sonic zelda spyro dragon ballz z... its amazing you never get bored
Simple Android it's a future because it's open source

[Q] Do you also develop for iOS? Why choose Android?

I can't seem to find much on this, so I thought I'd ask the question. I personally use a Samsung Galaxy Nexus and was a previous owner of a Galaxy S1. I also sport an Apple Macbook Pro and I love the computer.
There's been a constant "reminder" from various articles how developing for iOS appeals to the developer more than doing so for Android.
This topic has spawned countless of times, and with the recent intro of Instagram to Android, that topic has been re-written once more to show why iOS is "dominant" among developers compared to Android. Article HERE.
Thing is, with all this talk about developing for iOS being better, I find myself asking "if that were true, then why do developers still develop for Android? If that were true, Instagram wouldn't even bother coming to Android...especially since it's free."
So what would make developers for Instagram want to make an app for Android when according to these articles:
Developing on Android is "harder" because it has to adapt to countless hardwares
Android developers make less than iOS developers
Do you develop for both iOS and Android? What's your take? What actually entices you to want to work on the Android platform?
It would be nice if a developer who works on both platforms can give some insights. Please no fanboy or anti-apple talk here...I am sure many of you Android users like me, would have had your friends who are iPhone users bring up such a topic on how they've read that developing for iOS is better, and you can't explain to them why people still make apps for Android cause there's little material online to covers that topic. I'm genuinely curious to know from a developer's perspective
Developers want to get their program out to as many people as possible so they develop for platforms where the customers are at. The two biggest phone operating systems right now are iOS and Android.
Developers choose iOS first because their is a lot less device diversity with iOS devices so developing an app is probably easier. It has also been shown that there is more money to be made selling iOS apps than Android apps which could be due to the fact that people who are on a tight budget may see an Android device as a better deal or may have a carrier that doesn't even sell the iPhone. Piracy is an issue on both platforms but it could be argued that Android is easier to pirate on since apks can be sideloaded without rooting where as iPhones have to be jailbroken. But sideloading apks is used for legit reasons as well, like testing betas, nightlies and other apps that aren't distributed through App Stores.
Android apps have to account for multiple screen resolutions, ratios, and densities. Most regular apps scale just fine. Games seem to be where there are the most issues and I really wish Google would address the issues. It seems each GPU type needs its own support (PowerVR, Nvidia, Adreno, etc). I really wish Google would implement something like DirectX so games can be played on any GPU with enough power. iOS has the advantage here because only a single GPU type is used, PowerVR I believe, so all games can be optimized for it. Couple that with the fact that iOS tends to bring in more money and this is why the game developers usually favor it over Android.
Thanks for the insight. I figured gaming would be difficult for developers but didn't understand why, I just naturally assumed that "if the app seems more complicated, it naturally equates to more complications making it run on various hardwares".
Am I right to say then that when tech reviewers write about how Developers favor iOS to Android, it's mostly pertaining to gaming?
What about non-gaming apps? Is reaching as many people as possible the only incentive to go Android? Take Whatsapp, or Instagram that recently came out...it's free on Android, it also has to deal with multiple hardwares (though now I'm assuming it's actually not as tough as it sounds to accomplish if the app's fairly simple)...is there an incentive for developers to create an Android App...cause the guys at Instagram or Whatsapp could have gone "Well there's nothing here for me, I'll just stick to iOS"...because from what I see, it looks like opening it to the Android market meant having to stress their servers with a sudden influx of users, which mean spending more money to maintain them so it doesn't slow down too much...it seems like a lose-lose situation from where I'm standing. =\
I guess for some apps, google ads are what keeps them going...like Draw Something. I do wonder though how Whatsapp and Instagram manages its upkeep when it doesnt have ads...and if the answer is that they use the money earned from iOS to manage their expansion, is it really worth it if the goal is just branding purposes.
If there is a market to reach developers will develop. Web developers had to put up with the terrible non standard supporting ie6 for years. It was a real pain to develop for but had a large user base that couldnt just be ignored. Android is the same way, developers go where they can reach the consumer. Luckily android its nowhere near as bad as ie6 was.
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spunker88 said:
If there is a market to reach developers will develop. Web developers had to put up with the terrible non standard supporting ie6 for years. It was a real pain to develop for but had a large user base that couldnt just be ignored. Android is the same way, developers go where they can reach the consumer. Luckily android its nowhere near as bad as ie6 was.
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Click to expand...
Click to collapse
Thanks for the input! From your take, it seems like developers make apps for Android not because they want to, but they have to.
Do you or any of the developers reading this, can testify that there are some ups to developing on Android as compared to iOS.
Please use the Q&A Forum for questions &
Read the Forum Rules Ref Posting
Moving to Q&A
lufc said:
Please use the Q&A Forum for questions &
Read the Forum Rules Ref Posting
Moving to Q&A
Click to expand...
Click to collapse
Hi, sorry the topic may be [Q] but it's meant to generate comments and thoughts pertaining to the Android platform as per the sub header for Android General
Could it please be sent back to Android General? The Q&A section seems to be a place for people to post technical questions they need help solving.
Anyway, anyone else able to share their thoughts? Do you develop for both iOS and Android? It seems so far that people prefer to develop for iOS and lesser for Android, but they do it cause they have to as a means of reaching to the masses, but not really because they want to.
Anyone beg to differ? Do you have a reason why you actually prefer developing for Android over iOS?
Hi,
I'm a web developer, and when I decided to try mobile development, I made the choice to develop only for Android, for various reasons, but mainly because I'm not a fan of the Apple ecosystem.
This is not fanboyism here, I'm not bashing Apple, they make great products. But I prefer a fragmented ecosystem, with various companies, various devices, various app markets, etc. because this is a great source of opportunities. I also like the fact that android is open-source, leaving the availability to study the source code and hack around.
As for the difficulty to develop for various devices, I'd say that I'm used to it, being a web developer. Web devs are used to cope with various browsers (some of them being pretty old) and different screen sizes. See for example the mediaqueri.es site (cannot post link since I'm a new user)
thibaultj said:
Hi,
I'm a web developer, and when I decided to try mobile development, I made the choice to develop only for Android, for various reasons, but mainly because I'm not a fan of the Apple ecosystem.
This is not fanboyism here, I'm not bashing Apple, they make great products. But I prefer a fragmented ecosystem, with various companies, various devices, various app markets, etc. because this is a great source of opportunities. I also like the fact that android is open-source, leaving the availability to study the source code and hack around.
As for the difficulty to develop for various devices, I'd say that I'm used to it, being a web developer. Web devs are used to cope with various browsers (some of them being pretty old) and different screen sizes. See for example the mediaqueri.es site (cannot post link since I'm a new user)
Click to expand...
Click to collapse
Thanks for your 2 cents! Am I right to assume that in fact, having to deal with different hardwares and screen sizes are actually a norm among developers before iOS came along? In other words, yes, Apple is right to say criticize that other platforms are harder to work with compared to iOS but that's because iOS is the exception among developing platforms where it's system is easier to work with?
spunker88 said:
I really wish Google would implement something like DirectX so games can be played on any GPU with enough power.
Click to expand...
Click to collapse
But Android and iOS already have something like DirectX - OpenGL ES 1.1 and 2.0.
The_R said:
But Android and iOS already have something like DirectX - OpenGL ES 1.1 and 2.0.
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Click to collapse
Thanks for the additional input...if there always is a direct standard like Open GL in both iOS and Android, what's the difficult part about manufacturing games for Android?
iOS required Apple computer to install their development environment. And You must pay 99$ per year for being the official iOS developer..
ayen1234 said:
iOS required Apple computer to install their development environment. And You must pay 99$ per year for being the official iOS developer..
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I'd actually say that it is worth it.
yeahyeahright said:
Thanks for the additional input...if there always is a direct standard like Open GL in both iOS and Android, what's the difficult part about manufacturing games for Android?
Click to expand...
Click to collapse
I think its large number of the types of Android devices. It really isn't as simple as just supporting different screen sizes. Doing that is actually a really simple task using OpenGL.
With my own games I've experienced that what generally works on my test device won't necessarily work the same way on someone else's. For example, some devices support textures of any size while some devices have a constraint of the texture size being a power of 2. On many of my games which need multitouch, I've experienced that it doesn't always work the same on all devices either. On some it is downright broken while on other it just works fine.
There are many such other issues which you'd be aware of only after experiencing them.
The reason for this is the different hardware and the different software implementations that each phone manufacturer brings in. Even if the game "works" on a wide range of devices, there is always a different feel that you get when playing on a different device because of the hardware variations. You might get a good frame rate on a high end phone but have you tried playing it on a low end one? I've seen games from even the big publishers working fine on a high end phone but it just is completely glitchy on a low end one.
Now for a small developer with limited resources it can get really hard to test on and support as many devices as possible. This is one of the main reasons I feel that it can get really hard to develop games on Android. It just requires more effort if the developer wants to guarantee a good experience on a wide range of devices.
The other factor as stated before is that the iOS platform is more uniform. And moreover there are more people who are apparently willing to pay for your game on iOS than on Android. With one of my own games I've experienced that I've made more money in the last 10 days by selling it on the iOS App store than on Android in the last one year with ad revenues.
I actually started developing games on Android initially and one of the really big disappointments for me has been that I am not able to sell my games on the market(now Google Play) because Google checkout for merchants is only available in a few countries. This was the main reason for me to consider moving over to iOS. I think I could sell on a different market like the Amazon App store if I really wanted though.
Inspite of all that I'd say that Android is a great platform.
Wow thanks a lot for the insight! It's great to understand it from a developer's POV, especially one who works on both platforms.
I realise people do comment a lot about Android users less committed to pay for an app, I wonder why...I don't think it's due to their budget, my guess is that their afraid it may not work well on their devices...to that I think Google could really push hard and promote it's 15 minutes refund policy which I think a lot of users are not aware of....I use the 15 minute window a lot and it helps me to decide if something is worth my time buying or not.
I guess the "openness" of Android has allowed phone manufacturers to get really creative with their products (Touchwiz, Sense, Dual Screens, Qwerty Keypads etc) but at the same time, makes it harder for a developer to create stuff, probably even harder than creating stuff on a Windows Desktop.
Do any of you think that having "game settings" like you get on a Windows PC will help change this experience? Either one where the user gets to tweak the graphics (low, med, high) and performance, or perhaps one where the game will adjust graphics to the "recommended setting based on your hardware"? Is this even possible on Android or it's more complicated than you'd get on Windows?
yeahyeahright said:
Do any of you think that having "game settings" like you get on a Windows PC will help change this experience? Either one where the user gets to tweak the graphics (low, med, high) and performance, or perhaps one where the game will adjust graphics to the "recommended setting based on your hardware"? Is this even possible on Android or it's more complicated than you'd get on Windows?
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Yeah, I have actually seen a few games that do that, and it does help. But it also requires some extra time and effort on the developer's part.
In some of my games too, I've added some simple settings in order to change the control schemes, so that if one of them doesn't work for you, you could choose the other one. Graphically, though, my games are really simple.
yeahyeahright said:
Thanks for your 2 cents! Am I right to assume that in fact, having to deal with different hardwares and screen sizes are actually a norm among developers before iOS came along? In other words, yes, Apple is right to say criticize that other platforms are harder to work with compared to iOS but that's because iOS is the exception among developing platforms where it's system is easier to work with?
Click to expand...
Click to collapse
Having to deal with different hardwares started to be a thing of the past, with the explosion of web apps. One platform for all, what a dream! Then came smartphones and tablets, and developing for a native platfrom became cool again.
Anyway, building for the web is still the only way to reach anyone with an internet access. The only problem with web apps is that it's harder to monetize. But the web's decentralized architecture is not a bug, it's a feature. That is what guarantees it's freedom and independance. You don't have such guarantees on a centralized market managed by a single company, whose first goal is profit.
Well, this post was slightly off-topic, sorry about that.
Thanks both of you for the really good insight. I guess Android is great as a supposedly "open" phone os, it certainly has a lot of hurdles to clear in order to please and entice developers the way iOS does, I'm not certain it can get there, but I do think they do make an effort, like the just upgraded emulator which shows Google's commitment to better developed apps (talk about timing!).
I'm certainly happy with my Android phone and from what I've read about the negative results developers gain from working on Android than on iOS, I take my hat off to those that stick around on this platform and try to make things happen. *clap*
=)
I choose Android for one reason. It's much cheaper. Only 25$ one time. iOS is 99$ every year

Why do more games not support profiles?

So this is just a general philosophy type question, but it bugs the hell out of me.
One of the games that I was addicted to, for quite a while, was Airport mania 2. One of the best features about this game is that it had support for multiple users. That way, on our family tablet, I could play it, my wife could play it, and so could my daughter, and all our progress and scores were separate. This was so awesome it's hard to describe. Kind of like having an epiphany.
So the main question is, why do other uber popular games like Angry Birds, Cut the Rope, etc not support multiple users.
Tablet are becoming more prevalent these days and most families I knew have one tablet that is shared. Not being able to separate my game scores and progress from those of other family members is really bad. I don't play most games any more because someone else in my family already does and I want to play a whole run by myself.
From a programming standpoint it doesn't seem like it'd be that hard. A separate set of stored data for each profile and a screen to let the user choose which set of data to load. However since very few games do this, I'm guessing there's more to it than that, or they just don't care...
Anyway, just rambling but wanted to see if anyone know of a reason that more games don't do this since it'd be such a great feature in a shared device world...
I would 100% agree with you. While its of more use in the Tablet world, as phones, in my experience, are shared less frequently, I really why developers of all types don't see this as a big goal in their game design process.
I mean, whether it's easy or not is relative to the code a developer produces, but in theory it is a simple addition to most games' source.

What's wrong with android?

What's wrong with android?, anybody can explain to me why even in Galaxy S4 games graphics and pictures quality are inferior compared to an Iphone 5, I know there's patents and all that fight for control when talking about camera but, in games?, I mean, should we wait for a galaxy s56,789 or a HTC Twenty, and continues getting bad qualities?, or the answers are in better libs and better kernels? I'm a free-code guy, android became my word but XDA is a forum of dev, we build every day I surprise myself trying to CTRL-F when I can't find my wallet or my keys, this is how we life we need to find solutions, not just improve those already exist.
Im I wrong? make me wake up
Exactly
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juancollado2003 said:
What's wrong with android?, anybody can explain to me why even in Galaxy S4 games graphics and pictures quality are inferior compared to an Iphone 5, I know there's patents and all that fight for control when talking about camera but, in games?, I mean, should we wait for a galaxy s56,789 or a HTC Twenty, and continues getting bad qualities?, or the answers are in better libs and better kernels? I'm a free-code guy, android became my word but XDA is a forum of dev, we build every day I surprise myself trying to CTRL-F when I can't find my wallet or my keys, this is how we life we need to find solutions, not just improve those already exist.
Im I wrong? make me wake up
Click to expand...
Click to collapse
I dont know what you're talking about. But this is a very ****ty question. I think you've not played the dead trigger or other hd games. Check the ppi of the htc one and the iphone 5. Its quite the double.
Check your eyes man.
juancollado2003 said:
What's wrong with android?, anybody can explain to me why even in Galaxy S4 games graphics and pictures quality are inferior compared to an Iphone 5, I know there's patents and all that fight for control when talking about camera but, in games?, I mean, should we wait for a galaxy s56,789 or a HTC Twenty, and continues getting bad qualities?, or the answers are in better libs and better kernels? I'm a free-code guy, android became my word but XDA is a forum of dev, we build every day I surprise myself trying to CTRL-F when I can't find my wallet or my keys, this is how we life we need to find solutions, not just improve those already exist.
Im I wrong? make me wake up
Click to expand...
Click to collapse
:good: i was thinking about the same thing...just like sony other manufactures should also hire people from xda to make more optimized kernals and libs for their handsets...dont get me wrong but my experience with my dad's galaxy s4 (the octacore one) was horrible.After every reboot it took 2-5 minutes to properly load the applications,it got overheated at certain points when I browsed the web or even opened the phone application,lagged from time to time when scrolling through the homescreens and the wifi sometimes didnt turn on and when it did there were constant wifi drops
sonulohani said:
I dont know what you're talking about. But this is a very ****ty question. I think you've not played the dead trigger or other hd games. Check the ppi of the htc one and the iphone 5. Its quite the double.
Check your eyes man.
Click to expand...
Click to collapse
Please don't misunderstand me, my daily phone is a Galaxy S3 and I play many games, android has very good games with very good graphics but when you open the same game on a GS3 and on an Iphone 5 and compare it you see the difference, Modern Combat 4 for ex.
dead trigger has good graphics, have you read the comments in the play store? there's people who says the game is better on ipad, has better graph and better effects, it looks is not just my eyes
juancollado2003 said:
Please don't misunderstand me, my daily phone is a Galaxy S3 and I play many games, android has very good games with very good graphics but when you open the same game on a GS3 and on an Iphone 5 and compare it you see the difference, Modern Combat 4 for ex.
dead trigger has good graphics, have you read the comments in the play store? there's people who says the game is better on ipad, has better graph and better effects, it looks is not just my eyes
Click to expand...
Click to collapse
That is fine, but if you compare the prices of the android phones and iphone and the customizable options in the android that makes it far different.
I think that goggle should rewrite the whole OS in c++ rather than in java as c++ is more optimized, less memory consuming than java.
sonulohani said:
That is fine, but if you compare the prices of the android phones and iphone and the customizable options in the android that makes it far different.
I think that goggle should rewrite the whole OS in c++ rather than in java as c++ is more optimized, less memory consuming than java.
Click to expand...
Click to collapse
The OS is actually written in C/C++. Only the apps are written in Java, but you can write them in C++, too.
nikwen said:
The OS is actually written in C/C++. Only the apps are written in Java, but you can write them in C++, too.
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They have written the core part in c,c++, but i need the front end part also in c++. Android shouldn't use DVM as it consumes more. Yup i knew that DVM is the optimized form of JVM but still its a memory consuming thing, you cant ignore that.
sonulohani said:
They have written the core part in c,c++, but i need the front end part also in c++. Android shouldn't use DVM as it consumes more. Yup i knew that DVM is the optimized form of JVM but still its a memory consuming thing, you cant ignore that.
Click to expand...
Click to collapse
You CAN develop for Android using C/C++. Check the Android NDK (by Google). Much faster.
nikwen said:
You CAN develop for Android using C/C++. Check the Android NDK (by Google). Much faster.
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Click to collapse
But it is too hard to develop using ndk. Even google in their website said to better use SDK rather than ndk.
sonulohani said:
But it is too hard to develop using ndk. Even google in their website said to better use SDK rather than ndk.
Click to expand...
Click to collapse
Yeah, that is right. It is the reason why I use the SDK. :laugh:
There is also a way to use C#: [GUIDE]C# for Android----for Starters----UPDATED
You find many tutorials and links to helpful resources here: http://forum.xda-developers.com/forumdisplay.php?f=2198
nikwen said:
Yeah, that is right. It is the reason why I use the SDK. :laugh:
There is also a way to use C#: [GUIDE]C# for Android----for Starters----UPDATED
You find many tutorials and links to helpful resources here: http://forum.xda-developers.com/forumdisplay.php?f=2198
Click to expand...
Click to collapse
But whats new would i get by using C#? Is there any performance enhancement?
sonulohani said:
But whats new would i find by using C#? Is there any performance enhancement?
Click to expand...
Click to collapse
Good question.
@ScatteredHell: Do you know if there is any performance enhancement?
nikwen said:
Good question.
@ScatteredHell: Do you know if there is any performance enhancement?
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I did not still messed with XAMARIN android with my fullest. You can use the features that have used in .Net Framework. You can even use the latest .Net 4.5. There are many advantages. Below copied from another site,
Of the two Mono-related releases, Mono for Android is the newest addition to the Mono product family. It is also the one that, at least for me, is a harder sell. First, unlike Objective-C, Java -- the language of Android app development -- is relatively easy for C# developers to learn, because it is closely related to C# in syntax and sandboxing benefits. Thus, in Mono for Android's case, the advantage of providing a .NET-friendly development environment is somewhat less compelling than it is with MonoTouch. Second, Android is already cross-platform and can be developed on a Windows, Mac, or even Linux computer, and the development environment is free. Third, the advantage of sharing code between Mono for Android and MonoTouch applications is greatly diluted because the UI definitions, proprietary SDK function calls, and even resource assets are mostly specific to each target platform. Finally, the bulky Mono runtime that has to be either compiled into the application's resource bundle or installed as a separate runtime adds considerable overhead and start-up time, especially for small applications.
That said, I have to commend Xamarin for the company's remarkable Android efforts, particularly since Xamarin's is the only third-party Android development environment I've seen that produces truly native look-and-feel apps. Other development environments either use their own proprietary UI elements or, as PhoneGap or Rhomobile do, use HTML form elements within a WebKit browser-hosted container. As such, C# developers who don't have the time to learn Java and the variety of Java libraries for programming XML parsing, network I/O, and so on will find Mono for Android to be the only game in town.
Mono for Android applications can be created with the same MonoDevelop IDE used for MonoTouch development. But the more likely scenario for .NET developers will be to use Mono for Android's Visual Studio plug-in, shown in Figure 2.
Figure 2: Using Mono for Android's Visual Studio plug-in
Not only does the Visual Studio plug-in allow seasoned C# developers to use one of the best IDEs on the planet, by using the plug-in developers can also leverage any commercial add-ons and features already designed for Visual Studio (e.g., DevExpress's CodeRush, JetBrains' ReSharper). Mono for Android's installer will auto-detect the presence of Visual Studio and configure it accordingly. The installer will also automatically download and install the necessary Android SDK components (including the Java runtime, the Android SDK, MonoDevelop, and the various Mono dependencies) and set them up for you.
As I mentioned earlier, code reuse between Mono for Android and MonoTouch is a possibility, but only for those who have invested the up-front time and effort in engineering the application to abstract UIs and platform SDK-specific calls. Otherwise, attempting to reuse code between the two platforms will likely prove futile.
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ScatteredHell said:
I did not still messed with XAMARIN android with my fullest. You can use the features that have used in .Net Framework. You can even use the latest .Net 4.5. There are many advantages. Below copied from another site,
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Yeah, I can see why you like Mono for Android. However, are there any performance enhancements?
nikwen said:
Yeah, I can see why you like Mono for Android. However, are there any performance enhancements?
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I can only give you a simple answer, yes. It has
ScatteredHell said:
I can only give you a simple answer, yes. It has
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Thanks. :good:

Would like some feedback for a potential hobby game I'm developing

I'm working on a small hobby project. I'm making something like an Arkanoid (brick breaker) style clone game. It's one of my favorite classic arcade games. I know there are tons of them out there but I want to make one anyway for the fun of it. That's where wanted some kind of feedback though.
What kinds of things would seem appealing or fun twists to add to a game like this? What would you want to see in it?
If I complete the game I'll be releasing free on here and the Android market. It won't be ad driven either. I'm not looking to make any money from this project. It's a fun hobby project for me. I just want to see what others would think would be fun to add to the game.

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