It was around July 2010 when I first thought of developing an app for android.The biggest problem I faced when I started was, “what to make” and “where to start”. Coming from a C++ background, Java isn’t difficult and even if it is , there’s Google.
The first thing that came in my mind was to make a racing game, but with zero idea about graphics, it seemed to be very difficult. I started researching about different open source game engines for android, that is when I found “AndEngine” , I guess the quickest to get started with.I started with a small 2d car racing game ,not even worth mentioning.
The next project was an app that connects to a desktop application and lets you send and receive SMS from desktop.The app development was complete and worked as expected , but then it din’t seem like an app that I could sell and make money,also there was no way to display ads as it runs as a Service in the OS.
I started exploring about Box2D in AndEngine. Playing around with samples given with AndEngine, I was truly impressed and amazed with features of Box2D and the ease with which a 2d physics game can be developed in AndEngine.I developed a physics puzzle game called “Icy Island” but the performance of game in my phone(Samsung Galaxy i7500) was not impressive , that is when I started looking for other options and I found LibGdx mentioned in the AndEngine forum.
LibGdx at first look , didn’t seem as easy as AndEngine but it was and is real pleasure playing with LibGdx now.The first game that I developed with LibGdx was “Bubbly Fish”. I also released two version of the game in the android market,one free ad-supported version and other paid version of $0.99. The game didn’t really do well in the market, the ad supported version would make around $1/day and the paid version had about 10 purchases per month.
Anyone who begins android game development and is confused between AndEngine and LibGdx I would suggest to choose based on the needs and features.Both AndEngine and LibGdx are great libraries packed with features.