Unravel - Coldwood Interactive - game-engine

does somebody know what Coldwood Interactive used to develop Unravel,which game engine,programming languages or other tools?

The engine used is PhyreEngine, a free to use engine made by Sony, which work with a lot of platforms and got some cool functionnalities apparently.
Journey, Flower, and some other really sweet games were developed using that engine :).

Related

Would like some pointers for Xojo

My company is planning to build a simulation tool for processing (beverage) and we're currently looking at a half-baked system written in Xojo. I had personally never heard of this language and would appreciate it if anyone could give a quick assessment.
We have no in-house Xojo competence at all and are of course reluctant to bring in a system that would require a big investment in know-how for just one system.
So, we're now looking at our options: Port it to a language we're good at (C# or Java) or continue development in Xojo while building internal skills for the language.
So, what are the big pro's and con's with Xojo?
Cheers
Xojo has been around since the late 1990s, then named RealBasic. Its strength lies in its ability to make native looking and behaving apps for many platforms, mainly OS X but also Win and even Linux. The dev community is fairly small, though. But the company managed to stay in business all this time and isn't looking to end it any time soon.
The language is fairly simple and easy to learn, using long known concepts (its design was based on Visual Basic).
Knowing Java, it should be easy to grasp the language. The bigger hurdle is probably getting familiar with its libary. Many things are much simpler to accomplish in Xojo vs Java, though.
Call me lazy, but that's what I like about Xojo. I also program ObjC in Xcode, but for those little tools that just need to work quickly, Xojo is superior for whipping out a program quickly that that has a decent UI and works on many platforms with little to no tweaks.
If you need x-platform support, give it a try, for sure. If you only need the app to run on a single platform, and if you have skills with other dev systems, I'd advise against starting out with Xojo, to avoid the risks you get when going with such a small company that's offering closed-source software.
In your particular case where you have already a half-working solution, I suggest you take a few days to familiarize yourself to get a feeling for it (you can use Xojo for free as long as you don't build standalone apps with it). It's overall fairly stable and I'm still using a 3-year old version most of the time to develop and build my apps. So, even if Xojo should go out of business suddenly, I'd not be too worried. As long as you stick with the simple functionality (e.g. not use unique features such as XojoScript), you can still convert the app to another language later, but there's also a fair chance you never have to.
If you are looking for someone to take a look at your Xojo project I'd recommend posting on the Xojo Find A Developer page at http://www.xojo.com/support/consultants.php where all Pro developers get it. The consultants that want to talk to you about it will then contact you. (Full disclosure: we, BKeeney Software, are on the list and would be happy to help you figure it all out).

Augmented Reality Development , from where to start ?

I want to do my final year project on augmented reality geo-localization,
Please tell me, from where to start ?
what technology to learn ?
what are recruitments to development this kind of application ?
If you want to perform Geo-Localisation and use GPS, I wouldn't recommend using Unity. It's arbitrary coordinate system can be a bit confusing and difficult to make an app using GPS that's reliable enough.
For Augmented Reality, you can't use anything like Oculus Rift or Google Cardboard, because those are Virtual Reality headsets and have no way of allowing the user to see the real world. Augmented Reality peripherals are things like Microsoft Hololens or Google Glass, neither of which are commercially available but there are cheap knock offs that are. AR can also of course be used on any mobile device, since they all have a camera built-in and chips powerful enough to process all the tracking data.
As for making an actual app, the best thing you can do is have a go. Analyse your market, see where the gaps are. If you want to make an app for a specific OS that isn't cross-platform, I would recommend learning some Objbective-C (for iOS) or Java (for Android), if you don't know any already.
For cross-platform, I would say something like Xamarin would be useful for making an app on both the major OSes, it was recently made free by Microsoft and you can essentially make one app in C# that works across all devices.
For the Augmented Reality itself, there are frameworks out there that can be used for your purposes. Things like Kudan, Vuforia, Wikitude, etc. Some of them offer free versions of their software. You can use these to deal with all the tracking and projection side of things so you don't have to go about creating your own AR engine.
The best thing to do is probably to sit down for a few minutes, or hours, and think about what you're going to do. Figure out what you want the end result to look like, then work backwards and think about the best way to achieve that goal. Eventually you will arrive at the language and engine you want to use to make your life as easy as possible and then you can get started learning from tutorials online and getting your app out into the world.
you can check my tutorial about geo-based augmented reality solution on Android: https://www.netguru.co/blog/augmented-reality-mobile-android
I have presented there the basics and how to start with simple implementation.
Well a good starting point would be to ask yourself few questions:
What type of devices, you plan to work on(oculus rift, google cardboard, Microsoft Hololens, web etc)?
Augmented Reality is achievable in both Web-Context and Application-context. Which route do you want to go for?
Depending on these questions, if you choose to do a normal application based on a device, then depending on the device(Oculus Rift, Google Cardboard, Microsoft Hololens), you would need to grab their specific developer kits and learn how to develop apps using the documentation. For Oculus rift and Microsoft Hololens, you would need the respective Headsets inorder to make an app in that, but If it comes to google cardboard, all you need is you mobile phone with a good processing power.
There is another way to work on augmented reality applications, that is by doing a Web Application using some amazing javascript libraries like Awe.js, Three.js and JSARToolkit.
You can google about them and find out more.
One of the more accessible ways to learn Augmented reality is Project Tango.
Devices are around $500 last I checked and you can use a free version of Unity + Project Tango's free plugin:
https://developers.google.com/project-tango/
Which ever hardware you pick I'd recommend checking out Unity3D as it seems to be the platform of choice for AR/VR at the moment. There are other options... this just provides the most flexibility based on all of the platforms it supports.
Side note: I have no affiliation with Project Tango and am in fact working on another platform... but it isn't as accessible at the moment.

What programming language does Sony's PhyreEngine use?

I'm looking into developing a title for the next PlayStation (to be unveiled on Feb 20th) and PSVita to be distributed on the PlayStation Network. I know how to get in contact with Sony and all, but I haven't submitted my application yet (even though I have a pretty good portfolio) and I was hoping to use Sony's own PhyreEngine for development of the game.
I was wondering if any of you guys knew what programming language the engine uses or is based on? As I want to be well prepared for production of the game. Also, if there's anyone who reads this and has developed a PSN game before, do you have a rough outline of how much it'd cost? (Dev Kits, SDKs, licenses etc.)
Thanks
Harry
PhyreEngine itself is written in C++. The tools are primarily C#.
Can't tell you anything about costs in general, you'd have to get in touch through official channels for that info. PhyreEngine itself is free to any licensed developer though, it's just part of the SDK.
(disclosure - PhyreEngine is my project)
PhyreEngine is based on C++, with a possibility of a few low level C libraries.
This information is from a post in this forum: http://www.3dbuzz.com/forum/threads/181890-What-runs-on-a-PS3/page2, about halfway down the page. A poster asked the same questions you did.
Hope this helps!

Does corona enable social games? Can I integrate google analytics?

I'm considering starting learning corona development, What I'm building need to have a server side (heroku/parse or something else), Can I do it with corona? can I integrate any other SDK? Does it supports google analytics?
Please help.
You can do a bunch of server side stuff with Corona - autoLAN and GameMinion are both great examples of third party addons to make social games easier in Corona, although they aren't necessarily what you will use looking at them will give you a good idea of what is possible.
For Google Analytics, depending on what you were hoping to track, you'd likely be better off considering something like Flurry.

GameSalad like tools for PC

Anyone knows of a tool like GameSalad for PC in which you don't have to write scripts or anything but just use the existing behaviors and events to create custom game logic?
Thanks
If you are looking for a cross platform game constructor you might want to try Flowlab, which runs in a web browser.
Construct from Scirra is a free, open-source, drag and drop, game engine. There is however talk of them making a paid version of Construct in the future.
I've only used Construct once, so I don't know that much about it, but i do know a lot about GameMaker.
As long as your not trying to do something complicated like a 3D or MMO game, (both of which GameMaker supports, but with major limitarions) I would recommend you use it, especially if your just starting out. GameMaker is one of the easiest if not the easiest programming language to learn. It also teaches good programming skills. As I mentioned before GameMaker uses drag and drop so you can easily transition from the D&D to the progeamming aspect of GameMaker.
As mentioned in the above posts RPG Maker is another popular tool , but it's limited to RPG games, and doesn't allow you to easily transition to an actual programming language. It's also very restrictive in what you can do.
When you feel like getting into some more advanced gaming engines, Blender is a great tool to use for creating 3D games. It can also be used to create 3D modules and has the ability to create animated movies.
I've never used PyGames before, but Python is a easy language to learn, and would probably be the best way to transition from a D&D program to a programming language.
*GameMaker can be extended in functionality with DLLs and Blender can be extended with Python.
So to summarize, GameMaker is a great tool for creating Games. RPG Maker and Construct are other possibilities, but from my view there not as good as GameMaker. when your ready to get out of Drag&Drop gaming engines Blender, PyGames, and GML(Game Maker Language - the advanced part of the GameMaker product) are all great resources.
PlayBits has an interface similar to GameSalad and makes games for Windows Phone 7, using your PC. Here's the link: http://www.playbits.com/?page_id=171
RPG maker here you can find it is a light weight game engine but if you are clever you can make really good apps
In terms of game development for iOS and Mobile development using the Windows platforms you might want to have a look at these two:
http://www.giderosmobile.com
and
http://www.stencyl.com/
Although I haven't, yet, used the Gideros solution, it's targeted specifically for Mobile platform development and has what looks to be a tidy UI with code folding and syntax coloring if you're comfortable with a traditional coding approach.
Stencyl is an interesting product, it sits beyond the capabilities of Gamesalad and uses a blocks metaphor for programming which works well.
Personally, I wouldn't use any tool that has a single platform for output, which is why I stopped using Gamemaker (I'm aware it now has a Macintosh client, but the quality of the application has been terrible and their player isn't much good either.)
If you're looking for GameSalad for Windows you might want to check out our HTML5 game engine Construct 2 which functions in a similar way.
It's also got an event based system with no programming required, and there's an extensive free edition available for you to try out as well.
You can use Yoyo Game's GameMaker:Studio also.
GameMaker is one such tool.
There is also The 3d Gamemaker, by the same people who make other rapid-game-development tools like DarkBasic.