Introduction to Designing Open Source Games for the Google Smart Phones

Google has offered open-source tools and education, but it is up to you to learn and develop your own apps for smartphones to prove how competent you are at developing and designing open-source games and what value you will be able to offer in the future developments online. Google, I imagine, is a great company to work for, and as big as they are with smartphones, they realize they do not have the time or resources to single handily develop new gaming software nor, for that matter, have the time to exactly mirror working documents for the hand-held phones, it’s just not plausible. However, they have reportedly come to some agreement with certain apps available for Android; I suppose to challenge the growing presence of Apple’s power. So, with that in mind, let’s get into the details of online gaming design.

Introduction to Designing Open Source Games for the Google Smart Phones 1


People who make games through Java script for mobile phones, especially arcade games users of Java. Now Java has, like most software, its own script, script means a language in which a program can understand if you do not have the right software or do not know which software to use, then refer to an expert, these gaming experts are called C++ Engineers because this is the type of language Java operates with. Those already experienced in the language of C++ can use Java, and Java is gaming industry standard; Java is also known for its Flash integration, audio software, texts, and cloud-based open source development. This is usually done in Linux rather than Unix, and the imagery in these new media tools can be surprisingly refreshing. This has reduced the amount of work needed to learn these skills. Open software is a great place to start.


Before you design the game, there are a few things you need to understand when designing games for the phone. Like an iPad and other touch screen devices, the Teflon screen creates a motion, and controlling your game from the screen can alter the response time of your game; these have been my main concerns about games for the Android – they are clunky, and the controls unless scroll button enabled are very annoying. Similarly, the tilt sensor in the phone is very advanced. Learning how to program a game like this is well beyond the scope of this introductory post. All you need to know with these problems or if you wish to learn more about these high end problems of designing games for the Android phone are GLSurfaceView ATITC compression, VBO’s and there buffers (which are responsible and great for giving feedback when a game crashes because you can trackback the results of the crash when you report it to Google.

Some interesting terminology that will boost your understanding and help you educate yourself about game designing for Android phones are listed in this short glo2D side-scroller – Parallax layers, tile-based worlds, animated sprites the right hardware google buttons: input systems, OpenGL, ES Writing Java code for Android phones. Is this game for kids? If so, make what’s known as the gaming objects so, is the game for adults, if yes then go ahead, add swear words and grotesque violence; but otherwise, keep it simple, the best bet is to avoid anything like this because most smart phones are restricted and changing these restrictions can be as equally complicated as designing the games so please for the users avoid any adult content.

To understand the layers and graphics of any game, you need to understand how the game’s architecture and layers are made. On-screen, you have main loops. This is where the game has its main contents. Subgraphs are what the characters are in any game; these have to be designed beforehand and using the right software to improve the code of these moving images, especially if you wish to convey your game’s product originally and efficiently. A good place to start focusing on is the colors in the background of the game. As the games flash between screens, you want these colors to have some continuity in how the transitions occur.

Roberto Brock
the authorRoberto Brock
Snowboarder, traveler, DJ, Swiss design-head and HTML & CSS lover. Doing at the nexus of art and purpose to develop visual solutions that inform and persuade. I'm a designer and this is my work. Introvert. Coffee evangelist. Web buff. Extreme twitter advocate. Avid reader. Troublemaker.