My Fisrt Game – Defining which assets were needed

The last post I told you how I decided which game I’d develop. Moreover, I’ve explained how I wish to represent the game in the mobile device.

To recap, Even or Odd rules are::
– there are two players. One designated even and the other one designated odd. One player is a human being and the other is a robot.

– each one can show any number of fingers between zero and five.

– the sum of both fingers is either an even or an odd number. This defines who won.

To represent all possible hands each player could chose I would need at least five hands. But it would be a little confusing to show both users hands pointing to the same side.

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My Fisrt Game – Choosing the game to be developed

In the last post I wrote how I chose the platform and the framework that I’d use for developing my games. Now I’m going to write how I decide which game I would develop.

I’ve developed softwares for CTI, such as IVRs, dialerssecure authentication, system integration, some web crawlers, among others, but I’ve never developed games.

I no nothing about this. I just know that I like them and I’d like to make my own games.

As I need hand holding with this kind of stuff I decided to start from the simplest game. Bellow are the premises:

  • the game should have a static background. Scrolling will be learned in the future.
  • all sprites should be static. No animation at this point.
  • no sound at all.
  • a single player game. No network. Neither bluetooth nor TCP (wifi, 3G, whatever).
  • the simplest artificial intelligence.

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My Fisrt Game – Introduction

Hi.

Now that EvenOrOdd is published I will write a series of articles explaining the process of my first game development. I will do it hoping to help anyone that like me wants to develop for the mobile platform and don’t know how to start.

I’m planning to split articles as follow:

  • Introduction (this post):
    • how did I decide which platform I would first develop
    • what framework I would use (if any)
  • what kind of game I would develop and its features.
  • how to hire a graphic artist.
  • monetization strategy.
  • marketing:
    • hot site.
    • twitter
    • forums
    • posts asking for beta testers
    • forum posts asking for reviews
    • post about the game

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A book about game development using AndEngine

AndEngine is an awesome engine to develop games on android platform. I love it.

Moreover, AndEngine has a wonderful community. You can rest assured that you’ll find help anytime you need it.

To make things better, Richard A. Rogers will release a book named Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game.

Do I need to say anything else? Happy coding.

Disclaimer: Please note that the links for the book Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game in this post are affiliate links and I do earn a commission through any purchases that you make.
If you do make a purchase, I appreciate it greatly! If you wish, shoot me an email or let me know on the Facebook Page so I can thank you personally.

Not all characters are shown when using MenuScene

These days I was studying how to use the AndEngine‘s MenuScene. What is this good for? It’s good to make a menu with floating text over the screen, as shown in picture 1. It looks nice, doesn’t it?

Picture 1 – Menu options using MenuScene

I’ve used this example from AndEngine. This example built a menu with just 2 options (2 strings: RESET and QUIT). At first everything worked fine.

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