Most games don't need a native UI for common game interfaces, and frankly when I see a native menu pop up in an otherwise attractive game, it breaks the consistency of the look and feel.
The most common exception is if you need to enter text -- a good text entry field is worth its weight in gold, and for that I can forgive using the native UI, if only because that's the only way you'll end up with something halfway decent. This is what happens when, for example, you click the "Facebook" button in my game -- it takes you to a Facebook login, and then from there to a native dialog for you to enter what you'd like to post to your Facebook page. More complicated UIs (tree views, long menus, etc.) don't generally belong in games, or at least not the ones I've been writing. Tim P.S. Hi Brian -- didn't recognize your name before. Small world. :) On 6/6/2011 3:44 PM, Miguel Morales wrote: > Well, I try for the best of both worlds. Have the drawing code using > common code. Then use the android sdk widgets to build a native > experience and make the other UI elements much faster than if I was > drawing them myself. (However, this effort is multiplied for each > platform, but at least it uses the native widgets.) > I think this also stems from years of using ugly java or qt apps that > don't look native to the OS. > > On Mon, Jun 6, 2011 at 2:37 PM, Brian Conrad <[email protected] > <mailto:[email protected]>> wrote: > > That's the reality of the marketplace. Publishers don't want to > spend the extra money to "customize" for each platform. And > frankly the majority of users won't notice it. The smart > developer is the one who makes his software easy to convert among > platforms. > > > On 06/06/2011 02:32 PM, Miguel Morales wrote: > > Although I agree that saving time by using the same base game > code for > different platforms is a good thing. As a user, I don't like > it when games > don't use the native dialogs/ui whenever possible. > A lot of games use their own baked-in widgets that don't > function nearly as > well as the Android SDK ones. > Furthermore, I don't like it when games don't even support > rotating the > phone. > > > > On Mon, Jun 6, 2011 at 2:15 PM, Fred > Howe<[email protected] <mailto:[email protected]>> wrote: > > LOL! > > On Mon, Jun 6, 2011 at 12:17 PM, Brian > Conrad<[email protected] > <mailto:[email protected]>>wrote: > > On 06/06/2011 07:31 AM, Tim Mensch wrote: > > On 6/6/2011 7:32 AM, Fred Howe wrote: > > Hey Aaron - do you know of any good android > developers who also have > at least 3 yrs of java? I know of a start-up > company doing some cool > gaming projects. Pay is good. Let me know. > > It looks like you didn't mean to send this to the > list, but I can't help > myself -- why would they be looking at three years > of Java for an > Android developer? Most game developers I know > have years of C/C++ > experience, and I would be far more confident > hiring an experienced game > developer than hiring an experienced Java developer. > > Frankly, making the C/C++ to Java transition is > pretty easy -- a few > weeks at most to get to 95%. But making the > transition from non-game > programmer to game programmer can take months or > years. And some > programmers never really figure out game > development (I've encountered > several in that category with years of experience). > > Tim > > Back during the 1990s it was hard to find people who > could do game > programming or more particularly deal with hard > deadlines that execs cook up > to tell the analysts. DOD programmers were > particularly difficult to get > make something come in on schedule. Tim did some good > contract work for my > company too. I tend to agree that Java is fairly easy > for a experienced > C/C++ programmer. I am often moving code back and > forth between those two > languages and often it is just changing the function > call or how a pointer > works. Inside the function it may be the exact same code. > > We also hired some young programmers who weren't happy > because we didn't > immediately let the become a game designer. So we > started a little program > where anyone in the company could submit a game > proposal. What people > learned from that was they weren't game designers. :-D > > > > -- > You received this message because you are subscribed > to the Google Groups > "Android Discuss" group. > To post to this group, send email to > [email protected] > <mailto:[email protected]>. > To unsubscribe from this group, send email to > [email protected] > <mailto:android-discuss%[email protected]>. > For more options, visit this group at > http://groups.google.com/group/android-discuss?hl=en. > > > -- > You received this message because you are subscribed to > the Google Groups > "Android Discuss" group. > To post to this group, send email to > [email protected] > <mailto:[email protected]>. > To unsubscribe from this group, send email to > [email protected] > <mailto:android-discuss%[email protected]>. > For more options, visit this group at > http://groups.google.com/group/android-discuss?hl=en. > > > > > -- > You received this message because you are subscribed to the Google > Groups "Android Discuss" group. > To post to this group, send email to > [email protected] > <mailto:[email protected]>. > To unsubscribe from this group, send email to > [email protected] > <mailto:android-discuss%[email protected]>. > For more options, visit this group at > http://groups.google.com/group/android-discuss?hl=en. > > > > > -- > ~ Jeremiah:9:23-24 > Android 2D MMORPG: > http://solrpg.com/, http://www.youtube.com/user/revoltingx > -- > You received this message because you are subscribed to the Google > Groups "Android Discuss" group. > To post to this group, send email to [email protected]. > To unsubscribe from this group, send email to > [email protected]. > For more options, visit this group at > http://groups.google.com/group/android-discuss?hl=en. -- You received this message because you are subscribed to the Google Groups "Android Discuss" group. 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