Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Wednesday, December 14, 2011

More Android Games that Play Nice

[This post is by Dan Galpin, who lives the Android Games lifestyle every day. — Tim Bray]

Making a game on Android is easy. Making a great game for a mobile, multitasking, often multi-core, multi-purpose system like Android is trickier. Even the best developers frequently make mistakes in the way they interact with the Android system and with other applications — mistakes that don’t affect the quality of gameplay, but which affect the quality of the user’s experience in other ways.

A truly great Android game knows how to play nice: how to fit seamlessly into the system of apps, services, and UI features that run on Android devices. In this multi-part series of posts, Android Developer Relations engineers who specialize in games explain what it takes to make your game play nice.

II: Navigation and Lifecycle

Android users get used to using the back key. We expect the volume keys to work in some intuitive fashion. We expect that the home key behaves in a manner consistent with the Android navigation paradigm. Sometimes we even expect the menu key to do something.

1. Problem: There’s no place like [Home]

I’m playing [insert favorite game here] and I accidentally hit the [Home] key or the [Back] key. This is probably happening because I’m furiously using the touchscreen to actually play the game. Whether I’ve been cutting ropes, controlling aircraft, cleaving fruit, or flinging birds, I’m almost certainly angry if I’ve suddenly lost all of my game progress.

What went wrong?

Lots of developers assume that pressing the Home key exits a game. Perhaps this is because on some mobile devices the Home key is a somewhat-difficult-to-press physical button. Depending on the device and Android release, it might be a physical, capacitive, or soft button. This means that it is relatively easy to hit accidentally. Having progress lost by such an event as an incoming call is even worse.

How to avoid Angry Users

  1. Save as much about the status of the game into the Bundle in onSaveInstanceState() as you can. This helper function will get called whenever your application receives an onPause() callback. Note that you can save byte arrays into that bundle, so it can easily be used for raw data.


  2. If your game takes lots of native system resources, consider dumping large textures (or all textures and geometry) during onPause() or onStop(). (GLSurfaceView will do this automatically unless you tell it not to — at least you can tell it not to do so starting in API level 11). This will help your title continue to reside in memory, which will typically speed task-switching back to your game for very large titles that might otherwise be swapped out of memory, but may slow things down for smaller titles that can more efficiently multitask if they don’t bother to do this.


  3. When your game resumes, restore the state from the bundle in onRestoreInstanceState(). If there is any sort of time-consuming loading that has to be done, make sure that you notify the user of what is happening to give them the best possible experience.



  4. Test thoroughly!

2. Problem: [Back] I say!

I’m in the middle of playing a game and I hit the back key. One of several bad things can happen here:

  1. The game exits immediately, losing all state and leading to Angry User Syndrome. (see Problem 1).


  2. The game does nothing.


What went wrong?

We already know what is wrong with scenario 1. It’s essentially a data loss scenario, and it’s worse than pigs stealing your eggs. What is wrong with scenario 2?

The [Back] key is an essential part of the Android navigation paradigm. If the back key doesn’t return to the previous screen in the activity stack (or in the game hierarchy) there better be a very good reason, such as an active document with no capability to save a draft.

What to do about it

If the user is in the middle of gameplay It is customary to display some sort of dialog asking the user if they intended the action:

“Are you sure you wish to exit now? That monster looks hungry.”

In an extreme action game, you might also wish to do something similar to what Replica Island (RI) did. RI assumed that any [Back] keypress that happened within 200ms of another touch event was invalid in order to make it a bit more challenging to accidentally press the key.

At the Main Menu of the game, you can decide whether it makes sense to prompt the user or not. If your game has very long load times, you might want to prompt the user.

3. Problem: Quiet [Down]!

There’s nothing worse than wanting to settle down for a good session of [insert favorite game here] in some sort of public place with your volume turned up. Suddenly everyone has learned that you prefer pummelling produce to predicting present progressions and that’s practically profane in your profession.

What went wrong?

By default, volume keys in most Android devices will control the ringer volume, and your application must pass the volume keys through to the super class so this continues to work.

What to do about it

In order to make these keys control the music volume (which is the channel that your game will be using), you need to call setVolumeControlStream(AudioManager.STREAM_MUSIC). As stated previously, all you need to do is pass these keys through to the framework and you’ll get control of the audio in the standard and proper way. Do it as early as possible so a user can start changing the volume far before you begin playing anything.

Tuesday, November 22, 2011

Making Android Games that Play Nice

[This post is by Ian Ni-Lewis, a Developer Advocate who devotes most of his time to making Android games more awesome. — Tim Bray]



Making a game on Android is easy. Making a great game for a mobile, multitasking, often multi-core, multi-purpose system like Android is trickier. Even the best developers frequently make mistakes in the way they interact with the Android system and with other applications
 — mistakes that don’t affect the quality of gameplay, but which affect the quality of the user’s experience in other ways.

A truly great Android game knows how to play nice: how to fit seamlessly into the system of apps, services, and UI features that run on Android devices. In this multi-part series of posts, Android Developer Relations engineers who specialize in games explain what it takes to make your game play nice.

I: The Audio Lifecycle (or, why is there music coming from my pants?)

One of the most awesome things about Android is that it can do so much stuff in the background. But when apps aren’t careful about their background behaviors, it can get annoying. Take my own personal pet peeve: game audio that doesn’t know when to quit.

The problem

I’m on the bus to work, passing the time with a great Android game. I’m completely entranced by whatever combination of birds, ropes, and ninjas is popular this week. Suddenly I panic: I’ve almost missed my stop! I leap up, quickly locking my phone as I shove it into a pocket.

I arrive breathless at my first meeting of the day. The boss, perhaps sensing my vulnerability, asks me a tough question. Not tough enough to stump me, though — I’ve got the answer to that right here on my Android phone! I whip out my phone and press the unlock button... and the room dissolves in laughter as a certain well-known game ditty blares out from the device.

The initial embarrassment is bad enough, but what’s this? I can’t even mute the thing! The phone is showing the lock screen and the volume buttons are inactive. My stress level is climbing and it takes me three tries to successfully type in my unlock code. Finally I get the thing unlocked, jam my finger on the home button and breathe a sigh of relief as the music stops. But the damage is done — my boss is glowering and for the rest of the week my co-workers make video game noises whenever they pass my desk.

What went wrong?

It’s a common mistake: the developer of the game assumed that if the game received an onResume() message, it was safe to resume audio. The problem is that onResume() doesn’t necessarily mean your app is visible — only that it’s active. In the case of a locked phone, onResume() is sent as soon as the screen turns on, even though the phone’s display is on the lock screen and the volume buttons aren’t enabled.

Fixing this is trickier than it sounds. Some games wait for onWindowFocusChanged() instead of onResume(), which works pretty well on Gingerbread. But on Honeycomb and higher, onWindowFocusChanged() is sent when certain foreground windows — like, ironically, the volume control display window — take focus. The result is that when the user changes the volume, all of the sound is muted. Not the developer’s original intent!

Waiting for onResume() and onFocusChanged() seems like a possible fix, and it works pretty well in a large number of cases. But even this approach has its Achilles’ heel. If the device falls asleep on its own, or if the user locks the phone and then immediately unlocks it, your app may not receive any focus changed messages at all.

What to do about it

Here’s the easy two-step way to avoid user embarrassment:

  1. Pause the game (and all sound effects) whenever you receive an onPause() message. When gameplay is interrupted — whether because the phone is locked, or the user received a call, or for some other reason — the game should be paused.


  2. After the game is paused, require user input to continue. The biggest mistake most game developers make is to automatically restart gameplay and audio as soon as the user returns to the game. This isn’t just a question of solving the “music over lock screen” issue. Users like to come back to a paused game. It’s no fun to switch back to a game, only to realize you’re about to die because gameplay has resumed before you expected it.


Some game designers don’t like the idea of pausing the background music when the game is paused. If you absolutely must resume music as soon as your game regains focus, then you should do the following:

  1. Pause playback when you receive onPause().


  2. When you receive onResume():

    1. If you have previously received an onFocusChanged(false) message, wait for an onFocusChanged(true) message to arrive before resuming playback.


    2. If you have not previously received an onFocusChanged(false) message, then resume audio immediately.



  3. Test thoroughly!


Fixing audio embarrassments is almost always a quick and easy process. Take the time to do it right, and your users will thank you.

Tuesday, June 15, 2010

Game Development for Android: A Quick Primer

[This post is by Chris Pruett, an outward-facing Androider who focuses on the world of games. — Tim Bray]

If you attended Google I/O this year, you might have noticed the large number of game developers showing off their stuff in the Android part of the Developer Sandbox. Unity, EA, Com2Us, Polarbit, Laminar Research, and several others demonstrated high-end games running on Android devices. Part of my role as a Game Developer Advocate for Android is to field requests for information about Android from game developers, and in the last six months the number of requests has gone through the roof. Since there’s clearly a huge amount of interest in Android game development, here’s an overview of how Android games work and what you as a developer should know.

Step One: Decide on a Target Device Class

There are basically two types of devices running Android that you should consider: lower-end devices like the G1 (which I’ll call “first generation” devices), and high-end devices like the Nexus One (”second generation” devices). Though there are a lot of different Android phones on the market, they fall rather neatly into these two classes when it comes to CPU and graphics performance, which are the variables that game developers usually care the most about.

First generation devices are generally phones with HVGA screens, running Android 1.5 or 1.6 (though a few are starting to make their way to 2.1), typically with an 500mhz CPU and hardware accelerated OpenGL ES 1.0 backend. A large number of devices sport internals similar to the G1 (Qualcomm MSM7K CPU/GPU at ~500mhz), so the G1 is representative of this class (and can be safely considered the low end of the spectrum). Based on my tests, these devices can push about 5000 textured, colored, unlit vertices per frame and still maintain 30 frames per second. Using OpenGL ES to draw, I can get just over 250 animating sprites on the screen at 30 frames per second (at 60 fps I can draw just over 100 sprites per frame). These aren’t hard numbers; my benchmarks are fairly primitive, and I’m sure that they can be improved (for example, I haven’t done tests using the GL_OES_point_sprite extension, which the G1 supports). But they should give you an idea of what the first generation class of devices can do.

Second generation devices generally have WVGA screens, much faster CPUs and GPUs, and support for OpenGL ES 2.0. The Nexus One and Verizon Droid by Motorola are both good examples of this class. These devices seem to be about 5x faster than the first generation devices when it comes to raw OpenGL 1.0 performance (I can get at least 27,000 textured unlit colored vertices per frame at 30 frames per second on all of the second generation devices I’ve tested). Using OpenGL ES 2.0 can be even faster, as these devices typically incur some overhead translating OpenGL ES 1.0 commands to their 2.0-native graphics hardware. However, the large screens on these devices often mean that they are fill-bound: the cost of filling the screen with pixels is high enough that it’s often not possible to draw faster than 30 frames per second, regardless of scene complexity.

Since there is a pretty wide performance delta between the first generation class of devices and the second, you should be careful when selecting a target. Based on our metrics about Android versions, first generation devices represent over half of all of the Android phones on the market (as of this writing, anyway; 2.0 devices are growing very quickly). Those games that are able to scale between the first and second generation devices have the largest audience.

Step Two: Pick a Language

If you’re an Android app programmer who’s thinking about getting into game development, chances are you are planning on writing code in Java. If you’re a game development veteran who’s thinking of bringing games to Android, it’s likely that you prefer to do everything in C++.

The side-scrolling action game that I wrote, Replica Island, is entirely Java. It uses OpenGL ES 1.0 to draw and is backwards compatible to Android 1.5. It runs at a good frame rate (close to 60 fps on the G1) across almost all Android devices. In fact, many of the popular games on Android Market were written in Java, so if you’re the type of person who finds coding in C++ like speaking in tongues, you can rest easy in the knowledge that Java on Android is perfectly viable for games.

That said, native code is the way to go if your game needs to run as fast as possible. We’ve just released the fourth revision of our Native Development Kit for Android, and it includes a number of improvements that are particularly useful to game developers. Using the NDK, you can compile your code into a shared library, wrap it in a thin Java shell to manage input and lifecycle events, and do all of the heavy lifting in C++ with regular OpenGL ES APIs. As of Revision 4, you can also draw directly into Java Bitmap pixel buffers from native code, which should be faster than loading bitmaps as GL textures every frame for 2D games that want to do their own scene compositing. Revision 4 also (finally!) includes gdb support for debugging your native code on the device.

You should know that when using the NDK, you don’t have access to Android Framework APIs. There’s no way, for example, to play audio from C++ (though we announced at Google I/O our intention to support OpenSL ES in the future). Some developers use the AudioTrack API to share a direct buffer with native code that mixes and generates a PCM stream on the fly, and many call from C++ into the Java SoundPool interface. Just be aware that for this type of work, a jump through JNI back into Java code is required.

Step Three: Carefully Design the Best Game Ever

Once you have a target system spec and have decided on a development environment, you’re off and running. But before you get too deep into your epic ragdoll physics-based space marine action online RPG with branching endings and a morality system, take a minute to think about your end users. Specifically, there are two areas that require consideration for Android games that you might not be used to: texture compression and input systems.

Texture compression is a way to (surprise!) compress your texture data. It can improve draw performance and let you pack more texture into vram. The problem with texture compression is that different graphics card vendors support different texture formats. The G1 and other MSM7k devices support ATI’s ATITC compression format. The Droid supports PowerVR’s PVRTC format. Nvidia’s Tegra2 platform supports the DXT format. The bad news is, these formats are not compatible. The good news is, all OpenGL ES 2.0 devices (including the Snapdragon-based Nexus One, the OMAP3-based Droid, and Tegra2 devices) support a common format called ETC1. ETC1 isn’t the best texture format (it lacks support for alpha channels), and it isn’t supported on the first generation devices, but it’s the most common format supported (the Android SDK provides a compressor utility (see sdk/tools/etc1tool) and runtime tools for this format).

The bottom line is that if you compress your textures, you’ll need to somehow provide different versions of those textures compressed with different formats. You could do this all in a single apk, or you could download textures from a web site over HTTP, or you could use ETC1 and restrict yourself to only OpenGL ES 2.0 devices. For Replica Island, I just chose not to compress my textures at all and had no problems. You can query the GL_EXTENSIONS string to see what the device you are currently running on supports.

String extensions = " " + gl.glGetString(GL10.GL_EXTENSIONS) + " ";
String version = gl.glGetString(GL10.GL_VERSION);
String renderer = gl.glGetString(GL10.GL_RENDERER);

boolean isSoftwareRenderer = renderer.contains("PixelFlinger");

// On 1.6 and newer, we could use ActivityManager.getDeviceConfigurationInfo() to get the GL version.
// To include 1.5, I'll use the GL version string.
boolean isOpenGL10 = version.contains(" 1.0");
boolean supportsDrawTexture =
extensions.contains(" GL_OES_draw_texture "); // draw_texture extension
boolean supportsETC1 =
extensions.contains(" GL_OES_compressed_ETC1_RGB8_texture "); // standard ETC1 support extension

// VBOs are guaranteed in GLES1.1, but they were an extension under 1.0.
// There's no point in using VBOs when using the software renderer (though they are supported).

boolean supportsVBOs =
!isSoftwareRenderer && (!isOpenGL10 || extensions.contains("vertex_buffer_object "));

You should also think carefully about how your game will be played. Some phones have a trackball, some have a directional pad, some have a hardware keyboard, some support multitouch screens. Others have none of those things. Per the Compatibility Definition Document, all Android devices that have Android Market are required to have a touch screen and three-axis accelerometer, so if you can get away with just tilt and single touch, you don’t need to worry about input much. If you want to take advantage of the various input devices that these phones support (which, based on several thousand comments on Android Market about Replica Island, I wholeheartedly recommend), the Android API will package the events up for you in a standard way.

That said, one of the most dramatic lessons I learned after shipping Replica Island is that users want customizable controls. Even if you have added perfect support for every phone, many users will want to go in and tweak it. Or they prefer the hardware keyboard over their phone’s dpad. Or they prefer tilt controls over trackball controls. My advice: plan on providing customizable controls, both so that you can support phones that have input configurations that you didn’t consider, and also so that you can allow users to tweak the experience to match their preferences.

Step Four: Profit!

The rest is up to you. But before you go, here are a few resources that might come in handy:

  • HeightMapProfiler. This is a simple 3D benchmarking tool that I wrote. It is the source of the performance numbers in this post. You can also use it to test how various GL state affects performance on your device (texture size, texture filtering, mip-mapping, etc).


  • SpriteMethodTest. Another simple benchmarking tool, this one for sprite drawing. This code is also useful as a 2D game skeleton application.


  • GLSurfaceView. This is a Java class that makes it trivial to set up an OpenGL ES application. You can use this code in combination with the NDK or with Java alone.


  • Quake Port. The complete source for an Android port of Quake has been made available by Jack Palevich, an Android team engineer. It’s a great sample of how to mix Java and native code, how to download textures to the sdcard over HTTP, and all kinds of other cool stuff (check out his memory-mapped-to-sdcard texture manager).


  • Replica Island. Here’s the complete source to my game, released under Apache2. Use it as a reference, or to make your own games.