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Tools for artwork

Thad Humphries
Greenhorn

Joined: Feb 04, 2011
Posts: 14

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
author
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.


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akon mask
Greenhorn

Joined: May 12, 2011
Posts: 5

An Android artwork posibell tols as under,
1) ANDROID ASSET PACKAGING TOOL
2) ANDROID DEBUG BRIDGE
3) MASKS CARD
4) ACTIVITY CREATOR


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Hauke Ingmar Schmidt
Rancher

Joined: Nov 18, 2008
Posts: 433
    
    2
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 Turbosquid.com 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)?
 
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subject: Tools for artwork
 
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