aspose file tools
The moose likes Android and the fly likes Tools for artwork Big Moose Saloon
  Search | Java FAQ | Recent Topics | Flagged Topics | Hot Topics | Zero Replies
Register / Login

Win a copy of Head First Android this week in the Android forum!
JavaRanch » Java Forums » Mobile » Android
Bookmark "Tools for artwork" Watch "Tools for artwork" New topic

Tools for artwork

Thad Humphries

Joined: Feb 04, 2011
Posts: 20

I'm new to Android, but have considerable Java experience. I've several game ideas, but I draw back that the artwork required. I'm not all that skilled with gimp. What tools can help me for Android?

"Hell hath no limits, nor is circumscrib'd In one self-place; but where we are is hell, And where hell is, there must we ever be" --Christopher Marlowe, Doctor Faustus (v, 121-24)
Mario Zechner
Ranch Hand

Joined: May 06, 2011
Posts: 47
In terms of asset creation there is no real difference between producing for Android or producing for the desktop. Of course, due to the smaller screen sizes/resolutions your graphical assets will be a little smaller on average, apart from that you can use whatever you'd use for a desktop game/app.

I personally use:

- Paint.NET for pixel art (sprites, tiles etc.)
- Gimp for more fancy stuff like logos.
- Wings3D for static 3D modelling.
- Audacity for quick and dirty basic sound effect and music processing.
- Cubase for recording and more elaborate audio work (that one is not free :/)
- bsfxr for creating 8-bit sound effects.

For level creation i usually write my own editor(s) running on the desktop.

Book: "Beginning Android Games" Blog Twitter
akon mask

Joined: May 12, 2011
Posts: 5

An Android artwork posibell tols as under,

hp laptop coupon
Hauke Ingmar Schmidt

Joined: Nov 18, 2008
Posts: 433
If your strength is Java development you should focus on that and find someone else to do the graphics and sounds. You can spend a lifetime learning to create decent graphics ("Learning Java in 24 hours" doesn't work. "Becoming DaVinci in 7 days" is not more probable). Even if you learn the tools (which is a challenge with something as ... interesting as Gimp) you probably will produce "developer style graphics" - enough for the prototype and development, not good enough for production. So in effect a waste of time.

Either you buy ready-made models and graphics, you hire someone to do them for you, you team up with a graphics artist or you try to find "free" (cost and an acceptable license) graphics somewhere (just a random pick: On there are a lot of free 3D models, if you need 3D or want to render 2D - THAT is not that hard as creating the whole graphic yourself).

Graphic artist are cheaper than developers. So, easy calculation - would it be a good idea to spend your more valuable work time to learn their job than to buy a service from one without paying for their learning time (well, in small fraction you do, but not completely as you do if you learn yourself)?
Don't get me started about those stupid light bulbs.
subject: Tools for artwork
jQuery in Action, 3rd edition