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Muz



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8th July, 2012 at 7/8/2012 3:29:52 AM -

I've got a job with a mobile phone app company now. Finally figured out how to make some basic stuff, thinking of working into games. Learning and doing stuff is more fun as a group, so wondering if anyone wants to do this with me as well? And it's easier when everyone can share cool resources that they find or ask noob questions to each other.

Phone games look way easier to make than classical C++ games, something like VB, but with a much easier to use language.

Thinking Android is a good place to start. The Android emulators are very good, almost exactly the real thing. Plus it's really easy to get your stuff onto the Google Market, and people there are not as snobby as iOS users, not too picky with quality.

It's not really that hard to learn, tutorials and programming tools today are very good, just need a bit of time.

Installing Eclipse and Android:
http://developer.android.com/sdk/installing/index.html

Basic Tutorial to Android:
http://developer.android.com/training/basics/firstapp/index.html
(I did get Android Development for Dummies, the tutorial on the official site is about as good)

Very good Java tutorial (better than many colleges):
http://www.wibit.net/
(Would recommend you start from the beginning if you don't know a thing about programming, though)

Really fun text editor:
http://www.sublimetext.com/
(Eclipse is about as good, but I love the syntax highlighting and the feel of this one)

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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-UrbanMonk-

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9th July, 2012 at 7/9/2012 4:49:36 PM -

Since most phone games are basic why not just use MMF?
It supports Android. Has the exporter been released yet?

 
http://www.soapcow.com <- Flash games, featuring MMF made games!
http://www.jsoftgames.com <- Old blog I don't keep up anymore

The Chris Street

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9th July, 2012 at 7/9/2012 5:43:49 PM -

The Android runtime has not been released yet; still in beta.

 
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-UrbanMonk-

Professor Spectrum

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9th July, 2012 at 7/9/2012 5:46:01 PM -

Oh ok. I'm a tester. I wasn't sure if it was out yet though.

The XNA runtime supports Windows phone, and we have the iOS runtime.

I think designing the game in MMF is a better idea since you could also sponsor the game on flash and get some extra cash.

Not to mention an EXE and .APP version using that other runtime that I can't remember the name of.

 
http://www.soapcow.com <- Flash games, featuring MMF made games!
http://www.jsoftgames.com <- Old blog I don't keep up anymore

Muz



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11th July, 2012 at 7/11/2012 4:01:11 AM -

How good is the MMF exporter?

Personally, with the quality of basic programming tools, I find that classic programming is a lot easier/less buggy than using MMF, easier to learn too. MMF is ok for simple things and great for platformers, but make a game advanced enough and some undocumented bug pops up which needs a long, buggy workaround.

Like I've only been learning Android since starting this thread and I've already made a browser that can open sites from QR codes.

Also how well does MMF handle things like screen tilting and sliding? They're as important to touchphone games as right-clicks and WASD are to PC games.

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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Pan-tosser



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8th August, 2012 at 8/8/2012 4:11:07 PM -

Muz learns Android well posting on line. On the week ends he likes to quickly learn who to speak chinese, and he enjoys long walks on the beach and builting nucluar reactors. lol

@ Muz, I hope you don't mind the picking at you. But I'm just saying. Your a smart guy. Half the things you say fly right over my head.

 
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Jenswa

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8th August, 2012 at 8/8/2012 7:11:33 PM -

Some eight years ago I might have joined you Muz, well joined, I would ride the same adventurous road and we could share are thoughts. But nowadays I am waiting for smartphones with decent javascript engines that will support html5 gaming on the phone. So there is no need for an iOS, Android, WPhone app or windows, osx, linux exe build. Or even a flash version.

I think you're right about Android and publishing on the Google Market (is it Play now?) store. However keep in mind that Android devices are like windows computers, they came in all shapes and sizes with different features for every one of them. The iOS devices don't have that many different featuresets. So your game tested with your iPhone 4 should run equally well on all the other ones. But testing with a Galaxy S III and then running your game on some other Android device ... you can't be sure how well that works.

Coding is probably just as easy on both and I think publishing too. Native code will run faster than html5 games with javascript, that's why I am waiting on those budget smartphones with decently fast javascript engines.

Meanwhile I'll just keep on coding in html5 with javascript and canvas. Because I think it's rather easy too and works on almost every device, albeit sometimes slow on smartphones.

 
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Download hh_beer.zip from http://ge.tt/4d07kPc/v/0 and hhxl.zip from http://ge.tt/3kbXlPc/v/0

Muz



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29th September, 2012 at 9/29/2012 11:48:37 AM -

Haha, I actually did learn Android since posting this. Even got paid to do an app for a 5 star hotel, it's on Google Play now

I did do HTML5 for a while before this. It's a lot slower and a lot uglier, which is why I switched to programming in Android.

The issues you say about different shapes and sizes for Android devices applies even more so for HTML5 things. At least with native Android, it's designed to cater for that. I had some trouble with a bug that only happens on Android 2.3 (really specific lol) but not on some browsers like Opera.

Also yeah, it's really, really annoying to do for multiple different devices, but at least right now all Android phones are being designed to look like the Samsung Nexus, Note (2), or S3. And most phones in the future will be on Android 4.1 (Jelly Bean) and above, so it's starting to get standardized. But you just can't design code in such a way to use pixels. At least with Windows, you can decide on resolution and do accurate trigonometry based on pixels.

 
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Dave S.



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4th December, 2012 at 12/4/2012 7:33:19 PM -

Well Muz, I have a good puzzle game concept which I think would ideally suit an iPhone (was mentioned in another post). I have a short demo I could send you if vaguely interested. Dave S.

 
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Muz



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6th December, 2012 at 12/6/2012 3:02:26 AM -

Sure, I could have a look (but dont have an iphone)

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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Dave S.



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6th December, 2012 at 12/6/2012 8:55:05 AM -

I don't have an iPhone either!? The game will be an executable (run it on your PC). Will try and sort something out tonight... thanks.

 
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