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Question about Game Development:

I want to create myself a boardgame (Dog aka Tock aka Tuck). It should run on a Android Tablet.
What suggestions do you have?
- Is there some good framework for a native App?
OR
- Should I create a WebApp, if that's the thing nowadays?

Comments
  • 1
    Depends on language.

    If you want it to work on both PC's, iOS, Android and you know C# - go for monogame.

    For android only with C# - Xamarin

    For Web/PC/Android/iOS - I dunno, CefSharp?
  • 2
    Unity engine is great at cross platform, have a look!
  • 1
    Grab Gdevelop and you are set

    @HelloUglyWorld what if he, dunno, wants to use a good language tho
  • 1
    @HelloUglyWorld love monogame, it's my favourite framework, but would not recommend for android. It really doesn't run well.
  • 0
    @Wozza365 But it's open-source, isn't it? In such case it's very likely that you can find a revamp of it.
  • 1
    @BindView I was gonna make a lengthy post, but I don't argue with dragonfags.
  • 0
    @HelloUglyWorld the fuck isba dragonfag
  • 2
    @BindView he's probably using a variation on this second definition: https://urbandictionary.com/define....
    Basically, he's callings you that cause you weren't very constructive and just shit on his language of choice and pushed your own language of choice.
    Probably has to do with your unnecessary flame war you wanted to start, like a shitty dragon.
  • 1
    @iam13islucky I'm surprised you understood that.

    You are a clever man.

    Altho, the part about dragon was mainly because he has a dragon as his github avatar, which is very close to having a 'furry', ergo - being a furfag.
  • 0
    @iam13islucky if i pushed my own language id have said libgdx tho, he said 'depends on the language' and then suggested 3 c# things

    @HelloUglyWorld my name is literally Razor SHARK how the hell is she a dragon i dont draw that bad
  • 1
    @BindView it looks nothing like a shark. Looks a lot like many dragon-human drawings on DeviantArt or livejournal. But, I also don't really support his word choice, no need to be 12 and call everyone a fag.
  • 0
    @BindView Is it weird for someone to give 3 suggestions based on the language they personaly use?

    Is it weird that I want to give advice regarding something I have knowledge on? lol.

    @iam13islucky I only gave him as much respect as I've received - if you start with sarcastic remarks, don't expect a polite answer.
  • 1
    Made a second post, because I forgot to mention that I'm still not interested in continuing this conversation and I'm sure we can all mutually agree that neither of us cares enough to waste their time in here.

    I'll just sum it up with: I know C#, so I suggested C# frameworks, I don't know Java so I didn't suggest any Java frameworks... simple as that.
  • 0
    @HelloUglyWorld sure it is, but the main problem with android is the way the C# code is built and run. Every android app runs in a Java VM which is pretty heavy, on top of this C# runs another VM inside of it, also very heavy. I'm not sure what unity does to get around it but monogame doesn't do it. It's not quite as bad for C++ games for android, but they're still run in the Java VM. Unless this has changed recently.
  • 0
    @Wozza365 You can go for unity ofcourse, but I feel like if it's performance you are aiming for - I would go for the native android language.
  • 0
    @HelloUglyWorld yeah but I and many other developers have found monogame to start lagging on android with less than 50 sprites in screen on a mid range device. That was before I'd added in any pathfinding or any complex physics other than AABB. From what I understand unity is at least a little better.
  • 0
    @Wozza365 That's what I meant.
    If monogame isn't that good - go for Unity or anything that you could write in android native language in.

    I haven't had much experience with monogame besides few games that I made - but I was running them on ASUS ZE551ML which is kinda powerful for a phone.
  • 0
    @HelloUglyWorld unity is still c# and runs on mono on android but it still performs considerably better. I feel the monogame team need to put in some effort into optimizing the framework.
  • 0
    @Wozza365 I think the whole framework was hastly put togheter.

    I had way more to say about frameworks and whatnot, but the guy above kinda made me lose interest in posting here.
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