I'm currently developing a small indie game for the Android framework, however in order to save my some future work - I was wondering, is there a way to develop a game for the Android and iOS at the same time?
I'm aware of HTML 5 solutions, but I'm unsure if you can use them in order to develop games.
My requirements:
* 2D Graphics with animations
* Play sounds (music/sfx)
* Touch gestures (click, drag, pinch, etc)
Any suggestions?
Check out Corona SDK. They offer exactly what you are looking for - 2D graphics, animations, physics engine, touch, sounds; and they offer it as a cross-platform solution for both iOS and Android. The engine is OpenGL based, and they use Lua as a language.
The main drawback is that it costs $200 per platform, or $350 if you want support for both. However, you need the subscription only when you actually get to publishing your game; you can use it for free locally to build for your own device.
You may also want to check Gideros Studio, which includes
Box2D physics engine
OpenAL sound system
Plugins (native code support)
Instant testing on the phone (no compile needed)
Tweening
Movieclips
Sprites & sprite sheets
Analytics
Ad support
Using Gideros Studio is free, and you can develop for both Android and iOS at the same time with native (OpenGL rendered) functions.
I suggest writing your main game engine code in C++ because Android supports that with the NDK:
http://developer.android.com/sdk/ndk/overview.html
And iPhone has Objective-C++ which is explained pretty well here:
How well is Objective-C++ supported?
You're fortunate enough that both platforms use OpenGL ES, so not much will be required to port that over.
The only differences at this point will be sound, touching, file management, etc. (anything in the APIs).
Related
I hear that most of flash engines have problems on mobile devices except Starling Framework . But starling didn't feed all my needs as pathfinding and tilemaps tool that i can perfectly use with flixel. What engine/framework i could use with Air or starling framework without miss much fps? I need collisions, pathfinding and tilemaps support.
As of this date (May 22, 2012) you will have to wait for that. There is not a single engine that rolls all of the above into one easy-to-use package like Flixel. The team working on Flixel has anncounced the intent to make such a thing (http://www.photonstorm.com/archives/2524/looking-for-developers-to-help-build-a-new-game-framework) But to date it does not exist.
That said, you could build a game using Box2D and some implementation of pathfindting (like a*) and just use starling to render the game. You'll sink some time in setup, but its not impossible. Before stage 3D i did a similar approach for this game:
http://www.candystand.com/play/cougar-town
It uses box2D to manipulate graphics.
(minus the pathfindong of course)
I released the source code of a similar game on my blog here:
It uses the old display list. But you could see how it works and switch it to startling.
http://plasticsturgeon.com/2011/05/box-2d-2-1a-cannon-game-part-3-the-complete-game-source/
I have just started developing an application on android based on augmented reality, I just want to know is there any plugins or development kit required for augmented reality also I have gone through some of the development kit as follows,
ARToolKit
FLARToolKit and FLARManager for Adobe Flash
SLARToolkit
AR-media™ Plugin for Google™ SketchUp™
NyARToolkit
LinceoVR
HandyAR
Total Immersion – D’Fusion Studio
Unifeye Mobile
and I want to know, which would be the better... My application is based on text translator and face recognition. Thank you!
To do face recognition try to use OpenCV. It have got in built library functions which can make life easier. Refer below links.
OpenCV -Android
OpenCV - Java
Augmented reality (AR) is a term for a live direct or indirect view of a physical, real-world environment whose elements are augmented by virtual computer-generated sensory input, such as sound or graphics. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality.
http://mobile.tutsplus.com/tutorials/android/android_augmented-reality/
Can I Use both Adobe Flash cs5 and OpenGL to create an application on an android OS4.3 device?
I am creating a 3D chess game compatible for an android OS 4.3, so I am using eclipse and the SDK obviously.
The problem I have now is I am meant to make the chess pieces human like. For instance, the pawn pieces should look like miniature foot soldiers and the king piece should be a figure of a person sitting on a throne etc. I started with OpenGL but because I am new to it, I might not be able to carry put displaying the graphics with OpenGL. So I decided to use adobe flash cs5 to create the pieces and use OpenGL to make the chess board because I can do that and also because in my specs, I said I would be using OpenGL.
I want to know if this will actually work and also if there is a much easier way of doing this I just haven't thought of. Any suggestions would be appreciated, especially how to implement this with the A.I.
If anyone has a sample or an idea I could work with, I will also be very grateful.
Adobe has said that "Stage 3D" support will be coming to mobile devices in the future, but in the meantime, there are not any ways to accelerate 3D with Adobe AIR.
Although Away3D or another 2.5D library would be fast enough for the web or desktop, I am not sure how well this will work for mobile, as AIR moves slow enough even for 2D games.
Since chess is a relatively static game, you might be able to create 3D graphics, then render to 2D sprites. I was the lead engineer for a large Facebook game, and we used this approach. ALthough it required more file size, it worked very well for quality and performance. The end result was something similar to Diablo 1, but in a cowboy theme instead of medieval.
Although it does not have true 3D support, yet, you might also consider looking into NME. That Facebook game I made ran at 5-6 FPS using Flash, but topped 30 FPS using NME on my old Palm Pre (so not the fastest phone in the world). That might help give you extra overhead to be able to lean into rich graphics. The framework will also publish as a true C++ NDK application, so it is actually possible to extend or modify the framework (it's open source) with your own OpenGL calls.
Here's the website if you're interested: http://www.haxenme.org
I've been coding for a long time and decided to take a year out to create an indie mobile game. I've been learning Unity and that looks like it can deliver what I want but just wanted to do some research before I dived into the development stage. The requirements are large, open, free roaming landscapes and publishing to the iPhone and Android phones. The language doesn't really matter as I know a few already.
Unity3D is the right choice for high end games to be deployed on mobile phones.
Besides Unity3D there are several 3D engines for iOS and Android:
Unreal engine
SIO2
Proton - uses Irrlicht engine
ShiVa3D
I am facing a task to introduce some custom yet to be written written 3D games into our embedded Linux board. Our system is a custom Linux distribution. Main application is running with Qt and the plan is for this application to run games as separate processes that will overtake the screen while active. The board is capable of OpenGL ES2 and is on par with modern phones.
What are my options for a good, performant 3D graphics engine on such a platform?
Preferably I would love to have Unity3D, but it only supports Android. (Maybe there is a possibility to skip Android by providing only basic dependencies instead?)
Have a look at www.inka3d.com. The same engine also works on embedded linux with some more features (e.g. clip libraries of Maya can be used). Currently it works on BeagleBoard even with character animation at 30 fps and 1024x768.
Since you've decided on Qt for your UI, you definitely want a graphics library that's compatible with Qt.
So it sounds like OpenGL ES is exactly what you're looking for:
http://doc.qt.nokia.com/stable/qt-embeddedlinux-opengl.html
Qt for Embedded Linux provides support for integrating OpenGL ES for
drawing into a QGLWidget. The current implementation supports OpenGL
and 2D painting within a QGLWidget.
Q: Exactly what's holding you back (you didn't specify the exact board or any details about your toolchain/library vendors)?
PS:
You might also wish to look here:
http://doc.qt.nokia.com/stable/qt-embeddedlinux-opengl.html
The reference integration for OpenGL into Qt for Embedded Linux is for
the PowerVR chipset from Imagination Technologies. It consists of
two components: pvreglscreen, which provides the Qt for Embedded Linux
screen driver, and QWSWSEGL, which implements a plug-in to the PowerVR
EGL implementation to implement low-level OpenGL drawing surfaces.
PPS:
This is a great, great book on Linux Embedded: satisfaction guaranteed:
Embedded Linux Primer, Christopher Hallinan:
http://www.amazon.com/Embedded-Linux-Primer-Practical-Real-World/dp/0137017839/