Choose the framework and language that best fits your needs for gaming development

I’m getting more and more confused about so many (amazing) options available for mobile development.

In the beginning I’ve came across andengine, libGDX, cocos2d for iPhone. These frameworks are platform specific.

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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


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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