Posts Tagged ‘iOS’

cocos2d-guide2

Nov 28

A Compendious Guide On Creating A Simple iPhone Game Using Cocos 2D 2.X

The current trend of iPhone gaming apps has taken the gaming world by storm. Almost every iPhone app developer has tried his/her hands on developing a game. Thanks to the availability of highly effective iOS app development frameworks, it has become feasible for the developers to create simple yet fun 2D games targeted at iOS devices. Cocos 2D is a fantastic iOS framework that has worked wonders for developers looking to develop games for smartphones. The following is a simple guide on developing your first game using the Cocos 2D 2.X framework.

Step 1- Download and install Cocos2D

Firstly, you’ll need to download the Cocos2D framework from the official Cocos2D-iPhone home page here. On this page, you’ll be able to choose from different versions of the software program including: Cocos2D 1.X vs Cocos2D 2.x and the stable vs stable choices. In this post, I’ll be referring to the creation of a simple iPhone game using the most recent Cocos2D 2.X. Many companies offering iPhone application development services have already worked on building gaming apps using Cocos2D.

Step 2- Start with adding a sprite

Just in case… A sprite is basically a 2D image that can be rotated, moved, animated, scaled and so on. Prior to proceeding ahead with addition of a sprite, opt for gathering some good game art/graphics. After having downloaded the required resources, unzip the file and drag everything over the Resources folder available within the Xcode. With images ready-for-use, try and figure out where you’d be placing the player. In Cocos2D, choosing the landscape mode means that the upper right corner is (480, 320) and that the game would run on a 3.5” screen. In addition to this, you may also opt for the (568, 320) option which would denote that the game would run on a 4” screen.

Step 3- Open the HelloWorldLayer.m file and replace the existing init method with the following code:

– (id) init

{

if ((self = [super init])) {

CGSize winSize = [CCDirector sharedDirector].winSize;

CCSprite *player = [CCSprite spriteWithFile:@“player.png”];

player.position = ccp(player.contentSize.width/2, winSize.height/2);

[self addChild:player];

}

return self;

}

Step 4- Add moving monsters

On this step, you’ll add some monsters into the game’s scene for the ninja to combat. Here, it is important to make the monsters move. You can do this by simply creating the monsters slightly off screen towards the right side, followed by setting up an action for them, prompting them to move into the left direction. For all this, simply add the below mentioned method before the init method:

– (void) addMonster {

 

CCSprite * monster = [CCSprite spriteWithFile:@“monster.png”];

 

// Determine where to spawn the monster along the Y axis

CGSize winSize = [CCDirector sharedDirector].winSize;

int minY = monster.contentSize.height / 2;

int maxY = winSize.height – monster.contentSize.height/2;

int rangeY = maxY – minY;

int actualY = (arc4random() % rangeY) + minY;

 

// Create the monster slightly off-screen along the right edge,

// and along a random position along the Y axis as calculated above

monster.position = ccp(winSize.width + monster.contentSize.width/2, actualY);

[self addChild:monster];

 

// Determine speed of the monster

int minDuration = 2.0;

int maxDuration = 4.0;

int rangeDuration = maxDuration – minDuration;

int actualDuration = (arc4random() % rangeDuration) + minDuration;

 

// Create the actions

CCMoveTo * actionMove = [CCMoveTo actionWithDuration:actualDuration

position:ccp(-monster.contentSize.width/2, actualY)];

CCCallBlockN * actionMoveDone = [CCCallBlockN actionWithBlock:^(CCNode *node) {

[node removeFromParentAndCleanup:YES];

}];

[monster runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];

 

}

Step 5- Setting the background and logo

With Cocos2D came the concept of ‘scenes’. Each scene within the game can be effectively used for incorporating levels, menus, credits and a variety of other assets that collaboratively work as the backbone of the iPhone game. Within each scene, you can choose to include several Photoshop designs that can have separate properties including animations, background color, a shadow and even menus.

Step 6-Giving the finishing touches

Now that you’re pretty much close to having a workable game, it’s time to add some sound effects and music to your game. For this, you can add the following import to the top of your HelloWorldLayer.m file:

#import “SimpleAudioEngine.h

Also, in the init method, add the code for the background music as shown below:

[[SimpleAudioEngine sharedEngine] playBackgroundMusic:@“background-music-aac.caf”];

Lastly, for the sound effects, add the below code snippet in your ccTouchesEnded method:

[[SimpleAudioEngine sharedEngine] playEffect:@“pew-pew-lei.caf”];

Finally, create a new file using the iOS\cocos2d ve.x\CCNode class template followed by making it a subclass of CCLayerColor and clicking the “Next” button. Now, name this class as GameOverLayer and click on the ‘Create’ button. Replace the GameOverLayer.h file with the following code:

 

#import “cocos2d.h

@interface GameOverLayer : CCLayerColor

 

+(CCScene *) sceneWithWon:(BOOL)won;

– (id)initWithWon:(BOOL)won;

 

@end

Lastly, replace the GameOverLayer.m

#import “GameOverLayer.h

#import “HelloWorldLayer.h

 

@implementation GameOverLayer

 

+(CCScene *) sceneWithWon:(BOOL)won {

CCScene *scene = [CCScene node];

GameOverLayer *layer = [[[GameOverLayer alloc] initWithWon:won] autorelease];

[scene addChild: layer];

return scene;

}

 

– (id)initWithWon:(BOOL)won {

-­————————————– for more, please refer to Google.

Wrapping Up

There you have it, all the basic steps that need to create an iPhone game using the very cool Cocos iOS framework. I hope the above guide has encouraged you to keep learning more about Cocos2D 2.X and its varied appealing advantages.

app-marketing

Aug 08

The Evolution of App Marketing

There are over a million apps in the Google and Apple stores and you’d think that with such choice the evolution of marketing would be complete. However it’s taken more than 4 years for the market to realize a middle ground.

If you take a look at app marketing’s very brief history you will notice that it went through 3 distinct phases, and that we are currently still in the 3rd one. Each stage clearly indicates how technology advanced in a short space of time, and how mobile users stopped seeing their devices as a novelty and started using them as a tool.

In the early days of app marketing Apple dominated, but following android’s explosion into the market and the availability of 3rd party apps, Apple had to reassess its objectives and strategies as the marketing playing field became more of a minefield.

At first the emphasis was largely on volume and how many people could be encouraged to download a specific app, by any means necessary. This then indicated the popularity of an app but did not serve to illustrate how many people actually made use of it.

At around 2011 there was a shift and app marketing not only focused on volume, it turned its attention to performance tracking and quality, and incentivized apps were recalled. Marketing of apps then shifted focus on to how the app could offer the user an enhanced experience and the benefits offered, and rather than just simply racking up statistics, app marketing became more customer centric.

It’s safe to say that recently the focus shifted once again and value and ROI became top priorities.  With brands such as MobileCasino.co.nz offering apps that rivalled the online offerings, users have become accustomed to downloading programs that offer longevity.

It seems that these 3 phases were spurred on not only by technological advancements but by mobile marketers realizing that if the app industry was to have staying power it needed to offer users an experience that would keep them engaged , whilst still being monetized in some form or another. Whilst many apps are free to download, users may have to pay for add-ons or additional game features, or be subjected to in-app advertising. For now it seems that the evolution of app marketing has reached a level plane, but whether it stays there remains to be seen.

stencyl-3

Feb 22

Stencyl 3.0 is Out Now

Stencyl is a fantastic tool and game engine for those who hate code but love making games. This tool speeds up the process of building games or game prototypes. The highly anticipated update of Stencyl 3.0 is finally here and the new version now supports publishing games to

iOS (iPhone/iPad) Android Flash Windows Mac Linux

Here are few features in the new version:

Platforms

Publish to iOS, Android, Flash, Standalone Desktop (Windows, Mac, Linux). Publish all games directly from your computer. Unification – 1 engine, 1 programming language (Haxe) Open Framework for building new native and pure Haxe extensions.

Other

Improved Font Support Improved Translation (Language Pack) Support Draw UTF-8 (international) characters in-game Gap Free MP3 Playback for Flash Support for OGG playback on all platforms except Flash Multi-Mapped Controls Mobile

Improved handling of arbitrary screen sizes. Improved Ad Support (iAds, AdMob, Events) Improved Social Gaming API Support (Game Center, Events) Improved In-App Purchase Support (Consumables, Restore Purchases, Events) Improved Native UI Support (Keyboard, Swipe, better Joystick, Alerts, Vibrate) Uniform handling of mouse and touch events

Workflow

Test on iOS without going through Xcode Universal Log Viewer No more MAC address requirement to test You don’t have to use atlases if you hate ‘em Engine

Improved Performance. Reduced memory usage and churn. Simple Physics Mode – opt out of physics for better performance if you don’t need it. Reduction of “works only on Flash” features. Core features work everywhere. Full Blending Mode support for Flash Full Screen Mode for Flash, Desktop

Obviously we need to wait and see what the game developers can do with it before we sing its praises, but the features in new version are a step in the right direction

Oct 28

Indie Developer Interview: Beansprites | Games for Toddlers

When it comes to children’s games, not many indie developers have such an extensive back catalog as Beansprites, a small team from California who have covered cafe culture to dentistry is their myriad of colorful games.

1. What made you want to make games primarily for young children?

The decision to make apps for kids was something that just occurred organically – I’ve always been a fan of all genres of video games, and I especially loved light-hearted platformers such as Castle Of Illusion: Starring Mickey Mouse for Sega Genesis, that could easily qualify as a kiddie platformer.

I was also no stranger to playing games like “Putt Putt goes to the Moon” – which was a 2D point and click learning game for kids. I would experiment with all genres, but the kids app genre is always what appealed to me the most, and also where ideas came naturally.

2. Do you approach children’s game design in a similar way to adult game design, or is the process different?

A majority of the applications you see in my portfolio are geared towards the very younger age group, probably starting at 3 and up. I approach game design in a similar way for the majority of my apps – encompassing a very intuitive user interface where even a 3 year old could pick up and play the game without any assistance from a parent or teacher. I’ve even had reviews where parents have stated it was easy for their kid to get started, and they didn’t require any help. That is my goal for the initial experience – of course, keeping them engaged for long periods, and having them come back to my app over and over is another very important goal in game design – especially for kids of a younger age bracket who tend to have much shorter attention spans than the older kids and “tween” crowd.

3. What game style or type have you found to be most successful in your experience?

It’s difficult to pinpoint one genre, because it changes all the time depending on what consumers want to play – basically I study what is trending in the app store in terms of popularity and try to design an app with a twist, and add more unique features to that app that will make it stand out from the rest. In previous years, food apps have been very popular, but the focus has changed to other app genres, and adapting to that change is crucial to success.

4. You charge a minimal amount for your games, why did you chose to avoid the free to play model?

For the paid model, 0.99 cents is the most I will charge for my apps given their content and genre – namely that they are geared towards kids – I’ve avoided the free to paid model for Nook & Amazon, but institute iAP for iOS – Each App Store is different in terms of what works, and I may institute a free to play model for Amazon and Nook in the future.

5. Which platform do you prefer to make games for and why?

I enjoy working with all platforms – I always prefer iOS as I prefer their operating system, but Android is a market that is booming right now – I think it’s very important to consider all markets, even obscure ones that you think may not be successful.

6. Do you have any game development tips for those looking to make games for children?

One tip I have is if you’re making educational games for kids, go read up on some activity books you find in the kids section at Target, or Barnes & Noble – buy a few of those, and study those activities, and try implementing them into an app – there are endless possibilities for educational apps in the app store, and apple is always looking to feature new and innovative products! If you have a unique art style, that also helps – games from developers like Duck Duck Moose, and Toca Boca have a very unique art style, and branding that you would recognize immediately if seen on the app store.

7. Which game has been your most successful to date and why do you think it was so popular?

One of my initial, and most successful games that propelled me into doing this as a full-time business was “Fairytale Preschool” – this was a very basic, kids educational app for iOS which featured activities like finding the right color bottle, counting games, memory matching etc. This one was featured by apple under New & Noteworthy, and reached the top 100 games on the app store. It also reached the top 5 position on the education category all by itself, without any marketing. Of course, fast forward 3 years later to present time, and this kind of app would never have achieved the success it did back then.

8. What channels do you market your games on and which drives the best results?

I use Facebook, Twitter as the primary marketing outlets. There are also ad campaigns that you can run to drive installs to your apps, but they work better with free models for applications and games. Free App of the Day is another good example of marketing, but they charge a pretty penny for their services.

9. Like many game designers, do you have a BIG game in you which you will eventually build?

We are currently working on a 2D adventure game which will be released by next year – that is the big game that I’ve always wanted to work on, and it’s the biggest, most daunting project I’ve ever worked on to date.

10. What title(s) do you have in development at the moment?

At the moment, we are working on the 2D adventure game, full steam ahead! I also still make time for the kids apps, and if I see something trending, I will work on a piece for the app store. The holidays are coming up, so holiday themed apps are also in the works!

Finally, what would you say to your younger self when she first started creating games…

Be prepared for many sleepless nights, and long work hours! 🙂

For more information on Beansprites games and apps, please visithttp://www.beansprites.com

Oct 14

Unity 4.2.2 brings iOS Game Controller support

In a bold move to gain a larger foothold in the Apple developer market, the 3D development software giant Unity has added controller support to their latest release. The press release below indicates their continued effort to stay at the forefront of game development. The Unity website also covers various questions likely to crop up as well as outlining the relevant code snippets to include it into your games.

Like most mobile games developers, Unity have been closely following what important additions and changes the recently released iOS 7 update has made. One of the biggest and most exciting of Apple’s initiatives is the standardization of game controllers for iOS-based platforms. Unity are happy to reveal, in addition to several important bug fixes for Xcode 5 / iOS 7 (Build&Run, WebCamTexture and status bar), Apple Controller support is included with  4.2.2

This blog post (http://blogs.unity3d.com/2013/10/11/unity-4-2-2-brings-ios-game-controller-support/) answers most common questions this addition will raise and serve as a short tutorial on how to add support for iOS Game Controllers in Unity authored games.

Sep 04

5 advertising platforms for your mobile games

The most amazing thing that happened in the 21st century is the advent of user friendly interferences for consumer products whether it is for mobile phones, personal computers or other hand-held devices. Steve Jobs brought something amazing to this world by bringing the revolutionary mobile device the iPhone along with the iOS mobile platform. Following the trend, Google brought android mobile platform to meet the needs of everyday mobile computing. Consumers just loved it when iOS hit the market; it meant that users had complete control of their device. They were able to customize their device to any extent they wanted and later android came to the market and became the first popular open source mobile platform developers. Consumers all over the world entered into the next generation of tech. Developers all over the world started to explore the power of these mobile platforms and built hundreds and thousands of apps. University graduates with software degrees got the highest paid jobs all over and why? Because the newly launched mobile platforms have been popular like never before as compared to previous mobile platform namely the Symbian mobile platform.

With the advent of iOS and Android; developers were equally motivated as they now had the power to develop whatever came into their minds ranging from video players to shooting games, from PDF readers to angry birds; literally every vivid idea that came to developers which were not possible before finally came to reality. iOSand Android brought the most amazing features to the hands of a consumer that were never brought before; notably complete customization of mobile phones, apps market, themes and hundreds of other features. Did I just say apps market? Well, the amazing feature of these mobile platforms is the apps market. Imagine you were finally able to explore imaginations of millions of developers out there. You were finally able to use mobile phones for your daily needs with the invention of mobile apps. Developers were able to share their applications with just few simple clicks and you were able to download these applications in a few seconds and in just a couple of minutes you are using yet another mobile application to make a to do list for you. This is the amazingness of mobile platforms I was talking about earlier.

When it comes to mobile apps; one category that is highly popular among consumers are those interactive rich media mobile games.

Angry birds, Temple Run, Fruit Ninja and many other mobile games are bringing smiles to many mobile users. For consumers it’s fun to use such mobile games but for developers its a tough job to make a app and then advertise it to make sure it get overwhelming response from users so that all those sleepless nights put into building these mobile games is worthwhile.

Below is the list of the Top 5 mobile apps/games advertising platforms to get the most out of your game apps:

AdMob

Admobscores highest on every list. Google premium advertising network for app developers should be the first platform when you choose to get your game app being heard. AdMob allows you to integrate your ad across iOS,Android as well as the Windows Phone platform making it the first choice of app developers to advertise their apps. Further, you are able to select from a wide range of ad formats available for mobile phones as well as tablets. Since its Google which is managing the platform you get to analyze your campaign from various viewpoints and you get a hold of advanced advertising tools available online.

Millennial Media

Millennial Media is our second top choice after Admob. The platform uses intelligent tools to let you advertise your game apps around the word. The best thing from mMedia is that it allows you to grab your campaigns and ads from other advertising platforms too such as AdMob; that means you can utilize the power of the two platforms and make the most of your advertising campaign for your games app. Furthermore, you can target your ads based on location. Experts see it as the best combination for premium apps advertisement needs and monetization of your games apps.

Adfonic

Adfonic is another top most choice for game app developers. The platform looks after all your advertisement needs. The amazing thing about Adfonic is the promise that 95% average fill rates on both iOS and Android.

Chartboost

While all the other above mentioned platforms are holistically to advertise apps including games app too, Chartboost is our favorite platform because it talks all about gaming apps and promotes similar apps on its platform. If you ask me one which platform you should use to start your gaming app advertising I would suggest you to go for Chartboost. This amazingly powerful platform connects game developers all over the world. You can socialize with other developers and look out for cross-promotions along with direct deals. One great thing in Chartboost is that you only need 5 lines of code to get your gaming app ad online.

Tapjoy

Why we brought Tapjoy into the list is because it offers you the power of a new phenomenon which they call incentivized download. You can advertise your gaming app to over 1 billion registered devices and over 77 million monthly active users. The best thing we found about Tapjoy is that you get sure short results i.e. for example if a user is playing a game that requires 10 more coins, to continue the game the user can buy it from the store or get the free coins needed by installing your app or viewing your gaming app advertisement (you can specify what you want users to do in-return to get more coins). This is an excellent platform for gaming apps advertisements.

Above all these, there are a few sure short guidelines for your games to get noticed. But before going into it that there is only one rule you need to remember in order to get heard. All the others are just fillers to your campaign; that is to make sure your content is engaging and for the right audience. Don’t ever use false marketing ways to get heard, good work is always appreciated though it may take more time at the start.

Make sure your content is interactive (engaging games) Define your target market and design content accordingly (make sure you get insights on your target market before designing content) Start advertising your game app in your social circle, ask your friends and family to rate your application and write reviews on it. Make sure you have a hybrid marketing plan for your game app i.e. that includes social media as well as other paid advertisements on different popular apps. Make sure you enlist your games on various showcase forums so that other like-minded people can review your apps. Socialize within your developers circle, cross-promote each other games/applications to make the most out of your game apps.

 

 

 

 

Jul 09

Building an App: Dos and Don’ts from Fueled

You have a problem. You create a solution. You want to share it with the world via a mobile app. How the heck do you build one?! No need to fret, your friends at Fueled have compiled a quick reference of some dos and don’ts for the app building process.

DO your research, and have a strategy. Not every app idea has been thought of, but a lot of them have. There is a very good chance that your idea could already exist in some capacity. Search app stores, read tech blogs, find rumor mills; due diligence can save you time that would otherwise be wasted creating something that already exists. If you complete the research and find there is a need for your app, have a strategy for how to proceed. We at Fueled take great pride in our ability to build winning strategies for apps, from concept to launch and beyond. Organizing thoughts, setting deadlines, and paying attention to details will make the app building process flow much more smoothly.

DON’T forget the execution. You have your idea, done the research, and have a strategy; now what? Proper execution. Even the simplest idea can become a great app, as long as the follow-through of the plan is on point. Instead of imitating another app’s layout, enhance the best qualities and make it better. Focus on developing an intuitive UX and responsive UI. Users want apps that work well and serve their needs the instant it is downloaded. This is also where a well-thought-out strategy can come in handy as it will help create checkpoints throughout the dev process, allowing you to evaluate the progress. Ideas are a dime a dozen, execution is key.

DO focus on building a product that you will use. If you have no interest in or don’t have a use for your own product, you will likely end up with an inferior result. Having a passion for your design and function will show and be important to investors and consumers. Additionally, constantly test any assumptions you have throughout the design and dev process. Updated layouts, additional functions, anything you think will improve the app overall is worth a test because you can always go back to the way it was. This process will ensure that you are building an end product that makes sense and has value to users.

DON’T rush your launch. Everyone is excited about their product and wants to launch as soon as possible. However, here are many reasons why you shouldn’t do this. For starters, it takes time to build a quality app. No matter how simple it may seem, design, development, and testing all take time. Even when the app is completed, work must be done to properly market the product prior to the launch. You will want to build media relationships if you do not already have them, launch a website, and build a buzz around the product. Weeks are not enough. Months of planning, organizing, and action are needed in order to have a successful launch.

DO take the time to test. Simply having a couple of your friends play with the app does not count as testing. Friends and family are not your target market, they will download your app simply because they love you and want to help out. Seek out agencies or other professionals in order to get useful feedback. Outside testers are potential consumers, they should be using your app. The goal is to gather constructive criticism, opinions, and relevant data that will allow you to make little tweaks based on user feedback during beta before your big app store launch.

DON’T think it’s done just because it’s in the App Store. Being in an app store simply means your app is accessible, not that people will be able to easily find it. An app store optimization strategy will be needed to increase visibility. This should be a big part of the strategy. Additionally, the app will likely have some bugs, need to adjust to user complaints, and have new feature introduced at times. Updating too frequently is not necessary, but no app is ever complete at version 1.0.

DO make sure you work with the right partner. Whether it is a friend, a freelancer, or a shop like Fueled. Depending on your goals, it may make sense to partner with different people. Typically for a prototype, working with a freelancer may make sense so you can demonstrate proof of concept before investing in really polished design and high caliber development which will serve as the foundation of your product after its commercial launch.

Written with love by the editorial team at Fueled, a premier Android app design agency in New York City.

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stencyl game development engine

Apr 27

10 Game Development Tools You Should Know About

Game Engines are an important element for game developers. It eliminates many of the technicalities involved in developing a game and offers game developers the flexibility to focus on building the game. A game engine typically offers wide range of time saving tools for game building. If you are a beginner or a professional developer these top 10 Game development engines will serve as a guide for you to choose the best game engine for your gaming needs.

Unity 3D

The unity 3D game engine is free and comes with a wide array of assets for game building. The WYSIWYG tools offer the flexibility of easily changing or adding things. The Unity3d comes in different programming languages including the C#, Boo and JavaScript. You have the flexibility of combining any of these programming languages during your project and developers can easily play games in the editor. The Unity3d has a user friendly publishing feature. It essentially builds a complete game package with the click of a button. The game engine supports web applications, Mac and Windows. There are available upgrades for iOS and consoles.

Gamesalad

The GameSalad development suite makes game building simple and easy. You don’t need to wade through complex codes to develop a game. The GameSalad features check boxes, dropdowns and the oddlist similar to features you will see when using utility software like Photoshop. GameSalad can be published to multiple platforms like the Mac or iPhone as well as to devices using the Android platform like the Nook. The game engine has a real-time editing feature enabling scenes to be edited while the game is in play. The game preview feature allows the testing and debugging of memory usage and performance of games. The scene editor makes it super easy to manipulate actors in a scene. All you need to do is to drag and drop actors to alter how they are visualized in a scene.

Torque 2D

The Torque 2D features a powerful and user friendly 2D game engine. It offers a lot of the features of the 3D game engine which is custom-made for 2D gameplay. This game engine can be published to Mac, Windows, Xbox 360, Wii and the iPhone. The Torque 2 D’s intuitive and powerful editor makes game creation simple and easy, making it is ideal for individuals with little or no experience. The Level Editor features a host of WYSIWYG tools for game designing and editing. The Level Editor is built into the Torque runtime and offers complete access to the entire Torque subsystem. The powerful rendering of the Torque 2D is great for achieving an excellent artistic style.

Stencyl

This is a game engine that can be used to create 2D video games for the web, mobile devices and computers.. Stencyl has extensive platform support. Games built in Stencyl can be released to the web through the Adobe Flash Player and HTML5, to PCs as executable games and can also be exported to various mobile platforms like Android and iOS applications. Stencyl projects use the Haxe programming language and offers flexibility via the NME game framework by using the write once, run anywhere style of game development. The Stencyl application has several modules that can be utilized to create games. These include the Behavior Editor, Tileset Editor, Actor Editor as well as the Scene Designer. Power users are able to import existing code libraries, create and share their own blocks and create customized classes that seamlessly interact with block based behaviors.

Pygame

This is a suite of Python modules designed for game creation. With its functionality and excellent SDL library, pygame enables the creation of fully featured games in the python language. This software is free and allows you to create free open source. It has an inbuilt sillness that makes game creation fun. It does not require an open GL and uses either directx, windib, X11 in addition to various backends. The Multi Core CPUs can easily be utilized. Pygame is compatible with many operating systems and does not require set up tools or ctypes for installation and its simple and easy to use.

Corona

Corona is a robust game engine that features industry standard technologies including Lua, OpenAL and OpenGL. The Corona comes with the Box2D physics engine, Game Center, Facebook Connect and sprite sheets. With the Corona you can access a wide array of features you will need to create an exciting mobile game. You can easily monetize games via advertising and app purchasing. The Corona can be used on the various platforms including iOS, Kindle Fire, Android and NOOK. Games can easily be built with a single codebase and eliminates the complexities involved in game creation. The Corona SDK starter offers free building and publishing of apps for users.

GL Basic

This game engine offers a user friendly, flexible fast to write programming language. GL Basic offers the easiest and most intuitive programming language available making it ideal for writing high performance programs. No need to change the source code when starting your Linux, iPhone development GP2X/Wiz and PocketPC after writing a program, allowing users to concentrate on essentials when building games. GL Basic game engine is free for personal projects on Linux, Windows and Mac OSX. It is ideal for beginners who want to learn programming as a hobby.

Eclipse

Eclipse is a 2D game software based on the FMOD and SDL programming making it ideal for usage across different platforms. This game engine is easy to use and takes care of all the tedious tasks, enabling game developers to focus on other areas during the creation of the game.

RPG Maker VX

The RPG Maker VX features a simple operation that offers game builders the flexibility to create original role playing games with little or no expertise, making it an excellent game engine for beginner developers. The software comes with pre-made features so there is no need to learn the code. Simply build a game by pointing and clicking while adding a little creativity.

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iPhone Gaming

Mar 21

How iPhone rules the mobile gaming world

Everyone has an idea in mind of the key features and functionalities that they desire in their phones. For iPhone consumers, one of the top key features them our driven to be games. With a higher interest in games, iPhone is crowned “mobile device king” by an end of the year study this past year. Data driven from users of popular platforms such as Androids, iPhones, and Blackberries, iPhone conquered far above its opponents when it came to devoted gamers. This provides interesting feedback about iPhone consumers.

It’s All in the Numbers

iPhone gamers come from a wide spectrum of interests and tend to be very loyal to their playing time. It is recorded that iPhone gamers play their games of choice typically 743.1 minutes on a monthly basis. This number far exceeds the Android gamers who clocked in at 484 minutes on a monthly basis. So iPhone attracts their consumers to their games and then captivates them into playing on a more regular basis than any other mobile device platform.

And the numbers are just rising! With more mobile consumers turning towards smartphones, gaming popularity is just increasing among Americans. In a couple of years, estimation 2016, more than half of mobile consumers are going to be dubbed iPhone gamers.

The most striking data derived from the increase popularity of iPhone gaming is that it has been determined that iPhone game features are used significantly more than any other feature on the iPhone. Popular features such as texting, social networking, and even the basic phone call, all fall short of the minutes used by iPhone games and their devote gamers.

iPhone even Appeals to Game Developers

It is true that the market of Android is open source; however, top notch game developers prefer developing their product on iOS versus Androids. Think of the iPhone as a “playing field.” Most extremely popular and successful games that people of all interests flock to be probably introduced on the iPhone first. After the game proves in its success, it may then be converted and developed into an Android game. So die hard mobile gamers, who typically want “it” first, tend to migrate to the iPhone knowing they can get the latest and greatest from top game developers first.

Game developers have even been stumped into thinking that with the high success of their product on iPhone it would do just as well or better on the Android. However, in some cases this is proven false. This all relates deeply on that iPhone gamers are more devoted to their favorite games and out play an Android gamer any day. I phone devices themselves are much more advanced devices than that of most android driven devices. Apple has created the iPhone in such a way that it utilizes each aspect of the device and typically out performs the Android. What this means is that for the most part iPhone game developers can experience their game on a better platform and device to get the full experience of their game.

In conclusion the iPhone is the best testing and developing platform for mobile games. Expect big things from our iPhone game developers and even bigger things from our iPhone developers themselves. This is not a hard thing to imagine considering the iPhone consumer expects big things so under delivering is not an option.

In the near future we should expect machines that are faster smaller and capable of allowing the gamer to experience a much more lifelike streamlined gaming experience than ever before. iPhone developers know that game developers and consumers are counting on them so look out and expect the unexpected.

 

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Stencyl

Feb 15

How Creating Games for iOS is Different

Gamers can testify that there is a huge difference when you play the same game on different platforms. For example if you were to play Assassin’s Creed on your PC it would be a completely different experience than playing it on the PS3 or Xbox 360. Mobile devices probably offer the most significant different in game play simply because the mobile devices required simplified controls.

The device makes a huge difference when it comes to the game play, but the OS also makes a big difference. This is when you create a game the process will vary from one OS to the next. The new iOS is one of the most well developed OS of the mobile devices, and this is why it is different to create a game for the iOS than if you were using one of the Android OS.

Why the iOS? The iOS is currently one of the largest formats for game distribution available. Releasing a game through the Apple App store is one of the smartest moves that a game developer can make. The iOS platform will give you an instant audience of millions. This is extremely beneficial for anyone that may be new to game development or trying to become better known in the gaming industry. It only costs $99/Year to become a member. This will allow you to work with Apple in order to release your games or offer them through their store. Another reason that the iOS is so attractive is simple; it eliminates a lot of the garbage. Scams and garbage games are not allowed or tolerated through the Apple App store. This means that you do not have people sifting through as much junk in order to find your game. This is an attractive benefit for it makes your game more visible.

The Setup iOS has multiple game engines that you can create a game for, but the most commonly selected one is the cocos2d for iPhone. The cocos2d offers a feature list which includes the OpenGL ES-based graphics including integration of the physics libraries Box2d and Chipmunk, a particle system, scene management, effects such as waves, ripples, etc), sound support, tile maps, and more. The iOS is not the only one to take advantage of the cocos2d for it is also used by the Mac OS X.

This means that you can effectively develop a game that can be place on the iPhone, iPod, iPad, and Mac by utilizing the cocos2d. Another advantage to utilizing the cocos2d is that there are quite a few sources that are already established that will be able to help you learn how to create games for the cocos2d. This should make like a lot easier when you are considering creating a game. The cocos2d is not the only engine for iOS game development. It is simply the most popular.

Stencyl If you are someone that is new to game development for the iOS then visit Stencyl. It breaks down how to develop a game for the iOS system, provides helpful hints, and even offers support. It is extremely beneficial software for someone that is unfamiliar with the entire process. It can help you with everything from design, creation, and even marketing. It is a step-by-step process, or you can simply jump to the category that you may need the most assistance.

The best part is that you don’t have to know coding to have the game finished. Of course there is an option to use code and to develop advanced games. Take advantage of this great place that can give you a jumpstart on your game development dreams.

Need an alternative? Another great starting point for game development is Gamesalad which, like stencyl requires no previous coding knowledge.