If you need an on-screen keyboard, then presumably you're entering text?
Which is the case I said you need the native UI for. :)

Tim

On 6/7/2011 12:16 AM, Miguel Morales wrote:
> I disagree, I'd say most GUI elements should use native elements.  
> The only exception I would say is character dialogs.  Although you
> could probably skin some native UI elements to look just as nice.  
> Even for simple things like information messages, game settings, top
> scores, equipment, etc I'd prefer either its own activity/screen than
> something with tiny buttons and feel cluttered.  Or even a dialog with
> native controls that behave well with touch, move up automatically
> when I activate the on screen keyboard.  Just something that feels
> like the dev/company took some time to actually make the game for
> Android and not just some game that feels like it's running in an
> emulator.
>
> Anyway, I guess it's a matter of taste.  Games are so different I'm
> probably am thinking of only RPGs which is what I focus on.
>
> On Mon, Jun 6, 2011 at 9:34 PM, Tim Mensch <[email protected]
> <mailto:[email protected]>> wrote:
>
>     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
>>
>>
>>
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>>
>>     -- 
>>     ~ Jeremiah:9:23-24
>>     Android 2D MMORPG:
>>     http://solrpg.com/, http://www.youtube.com/user/revoltingx
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> -- 
> ~ Jeremiah:9:23-24
> Android 2D MMORPG:
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