Test early and test often on actual devices if possible.
Figure out your plan of attack with regards to dynamic image resolution before you start ( this will save you a TON of time of reworking graphics/code etc Know your target resolution, plan for it, Execute)
Know what permissions you need to include in your build.settings file for android based on the features you are building
Example:
androidPermissions =
{
"android.permission.INTERNET",
"android.permission.VIBRATE",
"android.permission.READ\_PHONE\_STATE",
"android.permission.CALL\_PHONE",
},
Test some more.
Know the limitations of the API with regards to the platform.
Sketch EVERYTHING before you write code - trust me this wil save you a ton of time. I use 3X5 cards - perfect size and easy to crumble, throw away or snack on.
Check your memory usage and texture map size ALL ALONG THE WAY - this way you’ll know when you added that ginormous memory hog feature and can track it down easier. Waiting until the end to care about memory and performance is big deflating set back when you are nearing deployment.
Take some time to research and search to see how others have done what you are doing, then do it better, then share it, then watch what you did get better.
Use the community, there are great resources willing to help, especially if you participate. Instead of sodoku I try to help a couple posts each day and share some insight. This pays back 10 fold.
HAVE FUN - crank the music, load up on diet pop, beer, pop rocks and bottle caps - best code flows between 11:34 PM and 3:07 AM
Get feedback along the way from anyone you can.
As for link and such, there are just tons scout around and save your favorites.
Good luck on your game, keep us posted!
–Croisened
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