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Wishbone: The splash screen says "Powered by IntelliJ", so I guess it's the newer one.
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blotunga: Hmmm, i don't use Android Studio itself, but IntelliJ as an IDE for me is superior to eclipse. But from what I've read AStudio is a dumbed down version so...
Don't know about that, but it's certainly sloooooooooow...

Maybe I've just been spoiled by Visual Studio, but everything in Android Studio seems to take an incredible amount of time to do, from just starting up the damned thing, to opening a project, to compiling anything, to starting up an Android emulator. It's like I'm back in 199x, hitting "compile" and then going for a cup of coffee, in the hopes that maybe it'll be done by the time I get back.
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blotunga: Hmmm, i don't use Android Studio itself, but IntelliJ as an IDE for me is superior to eclipse. But from what I've read AStudio is a dumbed down version so...
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Wishbone: Don't know about that, but it's certainly sloooooooooow...

Maybe I've just been spoiled by Visual Studio, but everything in Android Studio seems to take an incredible amount of time to do, from just starting up the damned thing, to opening a project, to compiling anything, to starting up an Android emulator. It's like I'm back in 199x, hitting "compile" and then going for a cup of coffee, in the hopes that maybe it'll be done by the time I get back.
You use gradle? That can be slow, but building directly is usually fast. Though for me it's not always reliable to set up (usually when I manage to set it up, I find that something else breaks), in eclipse it works with less hassle.
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Wishbone: On the other hand, Android Studio is the worst IDE I have ever seen in my life. It's the reason I gave up on Android development initially (couple of years ago). I've been looking for alternatives, and so far Unity seems like my best bet, but I haven't done anything about it yet, so I don't know how much better it is.
I've never actually used it, back when I was doing Android stuff Eclipse was still the recommended IDE.. loading the emulator was always a bit slow but otherwise I never had too much trouble.

For Android games I'd stick with libgdx these days as you can do most of your testing on PC until you've got a more polished product to try on an actual phone or in the emulator.

I've tried and tried to use and like Unity... but I really can't, I know it's obviously quite good and versatile but I like having control of everything and I feel like I lose that in Unity...
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adaliabooks: For Android games I'd stick with libgdx these days as you can do most of your testing on PC until you've got a more polished product to try on an actual phone or in the emulator.
I've been looking into libgdx since blotunga mentioned it, and it does look very good. I may give it a try at some point.
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adaliabooks: I've tried and tried to use and like Unity... but I really can't, I know it's obviously quite good and versatile but I like having control of everything and I feel like I lose that in Unity...
As I see it, the great benefit of Unity (for me at least) is the ability to code in C# rather than Java. It's not that I can't code in Java, it's just that the game I want to port to Android, I already coded in C# (also I am much more familiar with C# than Java, even if they are syntactically very similar). Granted, porting all the code won't exactly be difficult as such, but it'll be a lot of rather pointless and uninteresting work, so I would like to avoid it if at all possible.
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adaliabooks: I'd probably look into writing it yourself if you can. Android stuff isn't too difficult, there are quite a lot of tutorials around too (or there were a few years ago when I was doing it).

On the other hand, depending on how much work it is and what exactly you need done I might be able to help.. I'm never able to get my own projects off the ground and I'm thinking I might fair better helping someone else..
As I get older, I feel like I'm better off in the director's chair with some of my projects (read: can't get nothing done on my own stuff, maybe I'd be better off telling someone else to do it for me, lol).

Watch for an incoming PM.
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Wishbone: I've been looking into libgdx since blotunga mentioned it, and it does look very good. I may give it a try at some point.


As I see it, the great benefit of Unity (for me at least) is the ability to code in C# rather than Java. It's not that I can't code in Java, it's just that the game I want to port to Android, I already coded in C# (also I am much more familiar with C# than Java, even if they are syntactically very similar). Granted, porting all the code won't exactly be difficult as such, but it'll be a lot of rather pointless and uninteresting work, so I would like to avoid it if at all possible.
It is great, and improving all the time (when I first started using it the 3D stuff was still very much a work in progress and now it's got a fairly decent implementation). I would definitely recommend it (and not just for Android stuff either)

That does make sense then if you have something already written in C#. For me I've never really used C# so it's learning another language (admittedly one not too dissimilar to ones I know) to use Unity properly. I did look into using Javascript with it since doing more work in that for my script here, but the Javascript didn't seem to be able to leverage all the features the same way you could if working in C#.
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ChaunceyK: As I get older, I feel like I'm better off in the director's chair with some of my projects (read: can't get nothing done on my own stuff, maybe I'd be better off telling someone else to do it for me, lol).

Watch for an incoming PM.
I could definitely get behind that idea XD
Unfortunately I don't think I could let go of control over my ideas and let someone else implement them... :/
Post edited May 01, 2016 by adaliabooks