I wrote a wall of text on engines and stuff, but the new shiny transparent awesome Opera crashed before I hit "Send" :/ so this one is short.
I tried Cocos2D port 2 or 3 months ago when it was WIP and not fit for anything serious. It was a while back and things could've changed, IMHO the project has a lot of potential and I suggest you check it out. I went with Rokon 1.1 and it turned out to be quite good. I think I've rewritten half of the original code, and added as much of my own, but it still saved me a lot of time, so I recommend you take a look at it as well. You will still need to get under the hood a lot because it has some problems, and you'll need to know a thing or two about OpenGL, and how to deal with Android-specific issues like said touch event flooding and GC, and avoid certain design concepts. But it's a good place to start. If you don't want OGL you can pick a canvas-based engine (I've seen at least one), but start with a benchmark to see if it can handle the amount of drawing you need, because usually it's very hard to get good framerate, unless you plan to develop exclusively for droids and nexuses. On Mar 30, 10:24 am, jProg <bk.1...@gmail.com> wrote: > Hi, I'm a newbie to android and I want to develop my first 2d game..:) > I read about engines ..but what do you advice me to go with<--for 2d > game > and what is the best tools I need to create the sprites or characters > in addition to the map or the background? > Thank you in advance..:) -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using "remove me" as the subject.