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  I want to make a bullet hell game  (Read 6844 times)
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Offline gazayas

Junior Newbie





« Posted 2015-02-03 06:28:56 »

Hello everyone!
I'm pretty new to Java and Android, but I've been studying Java like crazy (even though I still don't consider myself to know much... I've learned all the way up to encapsulation and inheritance, and started learning about the concept of polymorphism, so I'm still on the basics).

At the same time, I've been working with the android studio interface, which is quite daunting (especially when the android API isn't, naturally, in the Java book I'm reading) but I've been looking at stackoverflow, the android developer site and google when I have questions.

Basically, I want to make a super simple 8-bit bullet hell game (I say bullet hell, but not as INTENSE as something like mushihime, I feel like that would be really difficult), and I want to do this on android. I'm just not 100% sure where to start, and I know there are so many methods of development for making different types of apps, so I was wondering if anyone has any tips, or if any of you all have done something similar to this.


Thanks a lot! Smiley
Offline Rayexar
« Reply #1 - Posted 2015-02-03 07:26:45 »

Not sure if this is what you're looking for, but for Android (and iOS) I'd use Libgdx and go from there. I start programming the game and create/get assets as I go.
Offline kpars
« Reply #2 - Posted 2015-02-03 13:56:00 »

create assets as I go.

FTFY.

Your game isn't going to have a lot of character if you just buy the assets somewhere.
Either make them yourself or hire an artist. Pointing

- Jev
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline craftm

JGO Coder


Medals: 15
Projects: 1


_Keep Trying


« Reply #3 - Posted 2015-02-03 15:07:11 »

I think you need algorithm and programming logic, the language is the easy part.

Try libGDX as Rayexar said, it's easy to code when you understand the life cycle and the library. libGDX has no visual interface, so it's great to learn programmatically, you only need Eclipse (or other IDE compatible), Android SDK and have fun.

With libGDX you don't need full knowledge about Android library, because you code in java without all the android interface and resources directly (your code runs on Android/IOS(roboVM)/Desktop/GWT web), but it's good to know Android when you need to implement some Google Play Services, Advertising, understand Manifest, icon launcher, etc..

Good Luck!  Wink

_ Wink
Offline philfrei
« Reply #4 - Posted 2015-02-03 19:07:18 »

Would a series of tutorials that go from pure Java (using Java2D) to Libgdx , all recreating the classic Space Invaders be of interest? I don't know if Space Invaders counts as bullet hell, but when the bombs are raining down, it can feel like that. If so, you might check out CokeAndCode's tutorials, by jgo's kevglass.
http://www.cokeandcode.com/main/tutorials/space-invaders-104/
Are these still considered up-do-date?

music and music apps: http://adonax.com
Offline gazayas

Junior Newbie





« Reply #5 - Posted 2015-02-04 05:55:02 »

Not sure if this is what you're looking for, but for Android (and iOS) I'd use Libgdx and go from there. I start programming the game and create/get assets as I go.

Thank you! I didn't realize LibGDX was out there, I downloaded it so I'll see how this goes! Thanks again
Offline gazayas

Junior Newbie





« Reply #6 - Posted 2015-02-04 05:55:48 »

create assets as I go.

FTFY.

Your game isn't going to have a lot of character if you just buy the assets somewhere.
Either make them yourself or hire an artist. Pointing

- Jev




Good to note (O_O) I'll try to see what/who I can find
Offline gazayas

Junior Newbie





« Reply #7 - Posted 2015-02-04 05:57:40 »

I think you need algorithm and programming logic, the language is the easy part.

Try libGDX as Rayexar said, it's easy to code when you understand the life cycle and the library. libGDX has no visual interface, so it's great to learn programmatically, you only need Eclipse (or other IDE compatible), Android SDK and have fun.

With libGDX you don't need full knowledge about Android library, because you code in java without all the android interface and resources directly (your code runs on Android/IOS(roboVM)/Desktop/GWT web), but it's good to know Android when you need to implement some Google Play Services, Advertising, understand Manifest, icon launcher, etc..

Good Luck!  Wink



Thank you! Yeah, I still feel like I have a long way to go, but I'll try my best (^_^) I'll see how LibGDX works out!
Offline gazayas

Junior Newbie





« Reply #8 - Posted 2015-02-04 05:59:17 »

Would a series of tutorials that go from pure Java (using Java2D) to Libgdx , all recreating the classic Space Invaders be of interest? I don't know if Space Invaders counts as bullet hell, but when the bombs are raining down, it can feel like that. If so, you might check out CokeAndCode's tutorials, by jgo's kevglass.
http://www.cokeandcode.com/main/tutorials/space-invaders-104/
Are these still considered up-do-date?


I had seen the term LWJGL but I wasn't aware of what it was. Thanks for the app, this is actually might be pretty helpful (^_^)
Offline Rayexar
« Reply #9 - Posted 2015-02-04 12:01:37 »

I still wouldn't use LWJGL alone for game development. I believe Libgdx is based on LWJGL but makes game development a lot easier as you don't have to focus on many low-level details. The Libgdx tutorials seem more beginner friendly and easy to follow in my opinion.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline philfrei
« Reply #10 - Posted 2015-02-04 23:35:27 »

I still wouldn't use LWJGL alone for game development. I believe Libgdx is based on LWJGL but makes game development a lot easier as you don't have to focus on many low-level details. The Libgdx tutorials seem more beginner friendly and easy to follow in my opinion.

Libgdx is based on LWJGL, as are several other libraries, as far as I know. princec's work is outstanding.

music and music apps: http://adonax.com
Offline gazayas

Junior Newbie





« Reply #11 - Posted 2015-02-05 06:30:22 »

I still wouldn't use LWJGL alone for game development. I believe Libgdx is based on LWJGL but makes game development a lot easier as you don't have to focus on many low-level details. The Libgdx tutorials seem more beginner friendly and easy to follow in my opinion.



Awesome! I seemed to get it working through Eclipse Smiley thanks for the support everyone!
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