Showing posts with label Android. Show all posts
Showing posts with label Android. Show all posts

Tuesday, February 17, 2015

Building My Personal Brand

"Branded" by Derek Gavey, used under CC BY

One of the questions eating at me while preparing to release my Android game is "Do I need to establish a company (LLC) to sell on the Google Play market?" I know you can't trust everything you read on the internet, but this StackExchange post leans toward the negative. I haven't pulled the trigger on creating my Google Play Developer account yet, trying to get some details in order first, but that post indicates there is a "Developer" field where I can simply enter the name I want to use for my brand.

To do that, I thought really long and hard (and did quite a few Google searches) to find an obscure enough brand name that's easy to spell, easy to say, and sounds pretty darn cool. I'm almost too excited and about to blurt it out right now, but I've acquired the big three (website domain, Facebook, Twitter) and am in the process of fully configuring my accounts before a proper introduction. An excellent blog post from Mr. Bestebroer at OrangePixel got me thinking about the importance of building my brand. In addition to some useful marketing tips, he talks about including a little logo with each of your game icons to help players remember your games. It's a little mnemonic so that if they've played and enjoyed one of your games in the past, they are more inclined to try your newer games.

With that in mind, I've spent the past couple days creating my brand logo. I used a free vector-graphics program called Inkscape so I can resize the logo to any size without losing image quality. And I think I have a good plan for using the first character of my logo as the brand on my game icons.

Things are coming together, but I'm really not too good at the whole marketing aspect. I'm sure I have some friends who are way better at this, so if you have any tips or ideas about building your personal brand, or marketing in general, let me know in the comments below!

Monday, February 16, 2015

Code Isn't Everything

I recently saw this Gamasutra blog post by Pascal Bestebroer, titled "My game's done. Now comes the stress, struggles, and adrenaline of a one-man team doing his own PR". And I thought... HOW RELEVANT!

For the longest time I was laser-focused on writing the code for my game. And I would occasionally blog about it. But I didn't give much thought to marketing the game after it was completed. Kudos to Mr. Bestebroer for starting his PR as early as the first week of development! This guy clearly has had more time in the trenches than I.

Marketing is perhaps more important than the coding of a successful game, at least by conventional definition of success. For me, I think just getting my game out on the Google Play store will be a success. But it's good to realize, as I'm learning, that you're not done once the game code is completed. And if you can get a head start on your PR efforts, the earlier the better.

Monday, January 26, 2015

Finishing the Game

Image By: Tim Geers

I've been out of the game development world for about a year. Part of the reason I stopped working on my Android game (code-named PlaneRunner) over a year ago was burnout. It's not easy working a full-time job and staying up til the wee hours working on a side project many nights of the week. We also endured a grueling process selling our home (which took about a year) and moving to a new area, and I think part of me succumbed to the idea that it was time to let my hobby go. Maybe it's not really my passion, or just not worth all the sacrifice.

If only I had realized how close I was to the finish line...

Thankfully, I decided to take a look at that old PlaneRunner project this year. Much to my surprise, it was closer to done than I remembered! I had implemented the ability to save games, the level editor looked beautiful, and when I fired it up on my new Android Kitkat 4.4 phone... it actually worked. So it was time to figure out which features and bugs actually needed to get resolved for me to be happy enough to call it "done". All software developers know a program is never perfect, so it's just about getting it to work the best you can. If you waited until it was perfect, it would NEVER get released.

So the exciting news is that I'm now in the final stages of development. I'm not putting in any new features or bug fixes (unless I find something extremely annoying). This week I'm focusing on performance tuning, doing whatever I can to reduce memory allocation and garbage collection so the game runs smoothly. And this time I'm going to get it out there on Google Play so everyone can play it!

Sunday, January 18, 2015

Picking It Up Again

I used to wonder what happened to game developer blogs. I'd follow someone who updated frequently and then, as if out of nowhere, they'd disappear. Being a little older (and hopefully wiser too), I think I now understand.

For some, a game project consumes so much time that blogging takes a back seat. For others, life just gets in the way. Having kids, moving to a new location, new job, or other life changes just take precedence.  I've had quite a few changes myself, hence a year of no updates, neither on my Android game nor on this blog.

But I am excited to share that I've picked up where I left off with the game and was pleasantly surprised to see I'm not far from completion. In fact, I've resolved most bugs, created both a Lite (free) and Deluxe (paid) version, and am working through the process to get my game on the Google Play market. These are exciting days!

Sunday, October 20, 2013

A Complete Android Game Audio Solution

While audible sound effects and music won't necessarily make any video game more fun, they definitely do make it more interesting and more immersive. Before I added any sounds to my new Android game, I didn't really notice they were missing because I was so focused on gameplay elements. But after adding them, whenever I muted my device (or disabled the audio in code for performance troubleshooting) it was obvious... something was missing.

Image By: Siddartha Thota


If you want to learn how to code audio for your Android app or game yourself, the Android developer site's Managing Audio Playback and Media Playback pages are a good place to start. There are also some good sites/blogs out there that mention how to play a single sound effect or play a single music file, but I had trouble finding a complete solution that handled sound effects AND music, so I created an audio class that allows you to easily play music and sound effects from any activity. I hope this will help others wanting to get started with audio in their Android apps/games.

My GameAudio.java file and its code are licensed under the Creative Commons Attribution License, meaning you may freely use it and adapt it to your needs as long as you credit me as the original author in a header comment. If you wouldn't mind posting a comment here telling me how you're using it, that would also be really cool and be a good incentive for me to share additional code in the future :)

Download GameAudio.java as a Zip File

View Source of GameAudio.java in a Pop-Up Window

Below is an Activity code snippet showing how to use the GameAudio class. Note the placement of the initialize and releaseAll calls in onResume and onPause, respectively. The playMusic and playSound methods can be called anytime after intialize and before releaseAll.
...
    @Override
    protected void onResume() {
        super.onResume();
        GameAudio.initialize(this, R.array.MenuSounds);
        GameAudio.playMusic(R.raw.music_title_screen, true, 1.0f);
    }

    @Override
    protected void onPause() {
        super.onPause();
        GameAudio.releaseAll();
    }
 
    public void onClick(View v) {
        GameAudio.playSound(R.raw.sound_button_press);
...
One final note, you may have noticed the initialize method takes an array resource input parameter -- R.array.MenuSounds in the snippet above. This is done to allow the GameAudio class to create a mapping between sound effect resource identifiers like R.raw.sound_button_press and the handle for the loaded sound created by the SoundPool.load function. If you only want to play music, you can pass null for that array resource identifier. Otherwise, create an entry like the one below in your res/values/arrays.xml file.

    
    
        @raw/sound_button_press
        ...
    
    ...

So that's it, the complete audio solution I'm using in my upcoming Android game. I hope this helps someone else just like the community's awesome docs, blogs, and websites have helped me.

Saturday, October 12, 2013

Rave Reviews Are IN!!!

Image By: Sarah Reid


The feedback is in, and so far people are LOVING my new Android game!
"Addicting!" - Anonymous Family Member
"I like this game. It's really fun!" - Anonymous Friend
"He can't stop talking about your game, it's all he ever talks about!" - Anonymous Mother

OK, OK, in all fairness these reviews aren't exactly new-ish. And I do mention somewhat tongue-in-cheek that these are anonymous sources because I haven't requested permission to use their names. But these quotes DID happen, and all I can say is that there is quite an amazing rush when someone else picks up something you've poured countless hours into and says "hey, this is pretty fun."

Since the time of those feedbacks I've added sounds, music, and a number of visual (particle) effects to raise the bar. So if it was already fun then... well, I hope it's only getting better!

Tuesday, June 18, 2013

Android Game Teaser

I've been working off-and-on for nearly a year on my current Android game project, code-named Plane Runner. Although I'm not an artist, I wanted to have a game that I can truly call my own creation. But I must say that even with my minimal "programmer art" skills I am pleased with how it is turning out so far and am hoping to release the game on the Android Market later this year.

I'm keeping the title a secret for now, but below is the main menu background. Let me know what you think!

Friday, April 6, 2012

Hello World on Kindle Fire... YATA!

For anyone not versed in the original Heroes television series, the Japanese time-traveling hero named "Hiro" would exuberantly exclaim "Yata!" when he accomplished something awesome. In the same vein, I'm excited that after only a day I was able to create my first Hello World application and actually run it on my Kindle Fire! Below are the brief steps taken to make it work. This is not a comprehensive guide but includes some gotchas to hopefully help anyone else who might be stuck.

Create a working app that loads in the Android Emulator:
  • Install a JDK (Java Development Kit) - I used the Java Platform (JDK) 7u3 available from Oracle here
  • Install Eclipse IDE - I grabbed the Eclipse IDE for Java Developers here
  • From developer.android.com, download and install Android SDK. This also installs the SDK Manager, which itself is pretty darn cool.
  • Follow the SDK installation directions here. One of the things this will guide you through is installing the ADT (Android Developer Tools) plugin for Eclipse, which is used to simplify tasks that would otherwise have to be done manually. For example, it provides nice New Project and Export wizards for creating and distributing your applications. FYI the ADT plugin took a LONG time to install on my system; I let it do its thing overnight.
  • If it wasn't done as part of the SDK installation, install the latest platfrom from Android SDK Manager, which can be opened from directly inside Eclipse after the ADT plugin is installed and Eclipse is restarted.
  • Follow the Hello World tutorial. This will guide you through setting up an AVD (Android Virtual Device), running your app in the emulator, etc.
  • Edit your AVD in Eclipse, setting the Snapshot option to Enabled. This greatly improved the loading speed of the emulator for me.

Building your app for distribution:
To get your shiny new app on the Kindle Fire, or any device really, you have to build it in release mode and sign the output APK file. Fortunately this is a relatively easy process from within Eclipse once you have the ADT plugin installed.
  • First you need to make sure to add the JDK bin folder's path to your system's PATH environment variable. If you don't know how to do this you will have to search (as did I) to figure out the correct way to edit the "Path" environment variable on your OS. Once you do this, Eclipse will be able to use the KeyTool and JarSigner SDK tools to build your APK file.
  • In Eclipse, click to edit your project's AndroidManifest.xml file. You want to edit the Min SDK version, settings its value to "8" (without quotes). SDK version 8 is the API Level associated with Android version 2.2. The reason for this is that, I believe, the Kindle Fire runs an altered version of Android v2.3; so if you use an SDK version much higher than 8 (e.g. the default for mine was 15), the Kindle Fire won't be able to open the package when you transfer it to the device. I know I'm using the API level for Android v2.2 when I said the Fire is running v2.3 - feel free to experiment with the number, I just know that it definitely works with min API level set to 8.
  • Now click the root of the project in the Package Explorer.
  • Select File > Export, select the Android option, then select the Export Android Application item and click Next.
  • Enter a project name and click Next.
  • If this is your first run exporting an app, choose to create a new "keystore". Enter a folder path followed by the name you want for your new keystore (e.g. C:\android\keystores\mykeystore). In the example, the name of the output keystore file will be "mykeystore.keystore" (the extension is .keystore). Also specify a password and click Next.
  • Enter some info to identify the key that will be used to sign your APK file; it is highly recommended to set the Validity (number of years the key is valid) to a value greater than 25. Once all required info is entered, click Next.
  • Finally, specify the destination for your APK output file and click Finish!

Sending your app to the Kindle Fire:
Now comes the fun part!
  • Transfer your new APK output file to the Kindle Fire. You can do this directly using a micro-USB cable to connect your Fire to your computer, or you can email the file to an email address you can check on the Fire. If you send the APK file as an email attachment, you will be able to save it to the Fire's internal Downloads folder.
  • Download and install the free ES File Explorer from the Amazon app store.
  • In the Fire's settings, select More > Device and then set the option "Allow Installation of Applications From Unknown Sources" to ON.
  • Now in ES File Explorer, navigate to the location where you saved the APK file (the Downloads folder if you saved the file from an email attachment).
  • In ES File Explorer, click the file and you should be prompted to install the application. Obviously, hit Install to install the application!

If you followed ALL of those steps, your new application should be installed on your Kindle Fire and ready to run from the Apps view. YATA!!!

Friday, February 10, 2012

Android Mobile Game Development

When I first started this blog, I was most interested in creating PC games using C++ with Direct3D, part of the DirectX suite from Microsoft. After a couple projects on my own, I started working with a team of guys interested in developing for the XBox 360 (and PC) using the C# language and the XNA Game Studio engine/framework. Now that our tower defense game project is winding down, and having recently purchased a Kindle Fire, I'm considering creating an Android game I can play on the Fire.

In the past couple years I've held off on learning an engine in the interest of "knowing how things work under the hood". So I think it's definitely time to learn an engine or two. I'm not sure if Android development is the right path for me, but here's a quick collection of notes based on the article Android Game Elements and Tools to get me started. Hopefully it will help some new Android developers out there too; just be sure to check out the article if you need more detailed instructions on getting things set up.

  • Develop Java code in the Eclipse IDE.
  • The Java code will run in the Dalvik virtual machine on Android devices.
  • Learn the Android SDK at developer.android.com.
  • Set up an Android Virtual Device (AVD) to run the program in an emulator.
  • Use the AndEngine game engine.
  • Use the Java port of the Box2D physics engine. JBox2D is included in AndEngine.
  • Use free tools Inkscape and GIMP for graphics.
  • Use free tools Audacity and MuseScore for sound effects and music, respectively.