For something like this app http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=323242790&mt=8, what sort of game framework is needed? It's all 2D and I've read how popular Cocos is. The problem is I'm not a game programmer and there aren't any good Cocos tutorials out there. Would Cocos be able to create a game like the one linked above?
If someone uses CoreAnimation (Quartz 2D), do they have to create the physics from scratch?
I don't see any games with the Unity 3D logo on startup, which must display if you use the Indie license. What is the style of game Unity works best with?
For a beginner, should they start with Cocos or something such as Unity, which has lots of free resources (images, sounds, etc).
I'm no expert in iPhone development but have been studying it, and will try to chip in my 2 cents.
Yes, it seems that Cocos would be very suitable for what you are planning to do, and it would most definitely be able to make something like that Cartoon Wars. Plus it also gives you two choices of integrated physics engines to choose from. Streaming Colour's Owen Goss is developing a game using Cocos and vlogging the experience, he occasionally comments about physics-engine related issues http://www.streamingcolour.com/blog/ .
You can also pick CoreAnimation, but then you are on your own to do the physics. If I'm not mistaken, the NimbleBit http://www.nimblebit.com/ guys developed their games (Scoops, Moon Drop) directly in Quartz.
Unity, despite being a 3D engine, is also suitable for the job. Zombieville USA was developed using it (more details here http://www.thecareergamer.com/?p=513 ) and has a cutout animated feel that resembles the link you shared. I guess all those games that don't display the indie Unity logo simply were made using the full version. It seems that using Unity allowed them to develop Zombieville in a very small amount of time. Also, in Unity you are not stuck with Objective C and allowed to use C# as well.
Good luck!
Don't code it from scatch. Use Unity.
Depending on which version of Unity you buy you can exclude the Unity logo on startup.
http://unity3d.com/unity/licenses
Start with Unity. It's a solution that can target users of all levels since it supports very advanced enhancements.
My impression of the games I've seen with Unity is that they are slow to start. That's OK if there's a big game experience but not for something I want to play within a few seconds.
Based on my research, I've decided to use Cocos for simple 2D games. There are a lot of good postings in the forum, even though there are no explicit tutorials
I also asked a question a while back about 3D engines - Oolong vs SIO2, got some useful answers and when I get time will be trying SIO2, although that won't be until next year at this rate (non-gaming projects in the way and I'm going to walk with 2D before flying in 3D).
Related
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.
I'm thinking in doing my first ios game, I am new in ios programming and I need your advice.
The game will be very simple and 2d, imagine something like a card games.
My doubt is if i should use UIKit, spritekit, cocos2d... What is the recommended for 2d simple games with few animations?
Thanks you :)
i would recommend cocos2d, since it is widely used by many developers and can also be used for serious game development, so when you feel that you've picked it up and gotten familiar with the api, it will be something that you can continue using after the first one is released.
http://www.cocos2d-iphone.org/games/
As you can see, many successful games and it has a nice collection of features build it, so that is always handy even tho' in your first title and development training program you would also like to get as close as possible to basics which is the best way of learning, it will also allow you this.
I would not even consider UIKit as THE platform to approach at all.
as for spritekit, that could go ether way, i wouldnt use it, but it is not useless if you know what i mean.
As per your requirement, i would really suggest you CORONA SDK. Specially for simple and 2D game development. It's very fast and easy to understand and you can create game faster then cocos2d and objective-c development. Also it's support cross platform.
http://coronalabs.com/
With Corona, you will develop mobile apps in record time.
The idea of programming a risk-like game for iOS has been around my mind for more than a week, so I thought I should do something about it. I'm not an experienced iOS developer (I haven't done a real project, only tutorials), but I got some notions about both the language and Cocoa Touch.
So, the thing I want to do is a board game, similar to dicewars (see http://www.gamedesign.jp/flash/dice/dice.html). The maps will at some point have hexagonal-tiles, but if it is to much pain for starters, I don't have a problem with regular tiles for the beginning. I want the maps to be dynamically generated, not made in advance. There won't be much on the game screen : the map, divided in areas, the dices, and a HUD.
The main thing I'm grasping with right now is what to use to do the graphic stuff. I have no background in game programming, and very limited in 2D. For my purposes, should I go with Core Graphics/Animation, OpenGL, Cocos2D, or something else ? I would like to avoid starting with a technology, and halfway through the project, realizing another would have be more adapted.
I'm also listening to any advice about game dev in general, map generation, IA programming.. etc. If you have links that answers my question, feel free, I haven't found anything conclusive so far
tl;dr:
I'm wondering how should I do 2D for a simple board game similar to dicewars/risk. No need for collision stuff, just something to draw a map, update it, and display a hud.
Thanks for your time!
I'd suggest Cocos2d: Very easy to get started, has more than enough functionality to cover your requirements (including tile-maps built into the engine), has an active community, and has been the framework used by many successful games.
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.
I'm programming this game in OpenGL, mostly working inside an single EAGLView (I'm not that familiar with Views and other Cocoa concepts, my work to this point only involved using OpenGL to draw my game and calculating the logic myself).
I'm being told for adding a ton of features:
Send mails to Your friends when You achieve certain objectives in the game.
Interact with facebook ( I'm being told that I will provided with all the libraries I need).
Interaction with store kit !, buy weapons, Items, etc..
I would like to know, how effort and time will take to add those features... It's complicated to use GameKit ..StoreKit..MediaPlayer and other frameworks ?, considering that I only have worked with OpenGL to this point ?
Short answer: no, it's not hard to add those features.
Longer answer: depending on your background, if object-oriented concepts are new to you, it may take you longer to learn how to use the objects and frameworks. The only thing you can really do is read over the documentation and look at tutorials and decide how complicated it looks. Really, though, it's all well designed and thought out and if you have a programming background, a couple of the examples should give you plenty to start with and you'll get it all soon. And then come on back with your specific questions and smarter devs than I will answer them.
The hard part is all the details: weapons, items, etc.