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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter Ends Soon!)
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    Posts Tagged ‘iPad’

    Unexpectedly Useless Things

    Posted by (twitter: @https://twitter.com/taro_omiya)
    Thursday, May 9th, 2013 11:15 pm

    [Cross posted from Omiya Games]

    Before I go any further, I wanted to make a quick mention that Omiya Game’s (the game studio that currently consists of only me) latest mobile game, Touch Yoga was just published on the Barnes & Noble NOOK HD tablets! Don’t have one? It’s also available on the iPhones, iPads, iPods, Androids, and even Amazon Kindle Fire HD tablets.


    Anyways, I digress. To compliment the unexpectedly useful things list, I now talk about things I thought were going to be useful, but weren’t.

    Pen & Paper

    I expected myself to doodle and draw a lot of pictures.  Instead, I leave as the cleanest paper yet.

    graphPaper

    At least it came with a free Mario figure. And speaking of doodling…

    Wacom Tablet

    My wacom tablet was left untouched on top of my printer. The latter which was also useless, but that was expected for this event.

    wacom

    No love for the poor guy.

    Fossil Wiki

    I ended up using the Wiki more than the tablet and the notepad, but only for two things: first, the 30 minute game brainstorming.

    LudumDareProgress1

    And coming up with the game’s title

    wiki

    Fun fact: the second best contender for The Sentient Cube title was, indeed, The Artist’s Pornography. I decided against it for an obvious reason.

    Unity’s Pre-installed Scripts

    Seriously, I ended up using only 2 scripts in the end product: one for the water refraction, and the edge detecting post-image effect. Everything else? Illegibly coded and completely impractical for the game.

    unityDefaultScripts

    Egypt Wizard now available in the stores!

    Posted by (twitter: @juaxix)
    Monday, November 19th, 2012 4:48 am

    Egypt Wizard is now available in the following apps markets:

    * Apple AppStore
    * BlackBerry AppWorld
    * Google Play [Android Market]

    here you can find a resume of the development process.

    Promo video:

    2 Thirds October Challenge

    Posted by (twitter: @colincapurso)
    Tuesday, October 16th, 2012 11:44 pm

    2 Thirds October Challenge

    At the time of writing this, we are 2/3 of the way through October.

    I started developing my game on October 1st and I would say I’m am actually about 2/3 of the way to completing the game.

    This is a sort of log of what I went through to get to this stage.

    Week 1

    Idea

    Not much time was spent thinking of an idea. I was determined this time to make a game that I myself want to play even if it was an existing game. With that in mind, I chose the game mechanic (drop7 by Zynga, originally from area/code) and thought about what I’d like it to have to be more appealing to me.

    • More colour
    • More character
    • More particles
    • Adventure Mode

    The first 3 are just visual things, but they make a difference to the feel of the game and as a graphic designer/illustrator it’s kind of important to me.

    Adventure mode: I’ve yet to implement this as I’ve had many many ideas on how to do it. I know how I want the player to feel. I want them to want to progress, to want to beat levels and explore the world I’ll make for the game.

    Platform

    It’s definitely a mobile game. I intend it to be played in short bursts, 5 minutes here or there. Options:

    • iOS (iPhone, iPad, iPod Touch)
    • Android (Phones, Tablets)
    • Windows Phone

    These were the 3 platforms I was thinking of. I’d love to do a windows phone, but not owning one means testing is just can’t happen.

    That leaves iOS and Android. Now, I have a couple of really old iOS devices to play with but developing for iOS will cost me $99. That is $99 I don’t have. So, we’re down to Android, a mere $25.

    So I’m developing for Android. That will require me to know Java. Which I don’t know well.

    There are a few other options for developing for Android, the 2 I looked at were

    • Phone Gap
    • Unity

    I don’t know Unity and I don’t want to spend too much time learning something new when I only have 1 month to complete my game.

    From what I understand about PhoneGap, it throws HTML5/JS into a webkit browser on your phone as if it were it’s own app.

    Well, I’m very familiar with javascript, so I’ll give PhoneGap a go. (Spoiler: it doesn’t work out)

    Time to get started.

    Coding went pretty smooth for my first prototype. I had much of the game working by the end of the week.

    The code itself was a huge mess. I was just learning about MVC architecture and attempted to implement it as I went  along. BAD MOVE. The code just got worse and worse and became unworkable.

    Week 2

    Rebuild!

    My code was a mess. At this stage in my life as a game developer, I’ve gotten accustomed to re-writing all my code from scratch and that’s exactly what I did.

    I re-coded the whole thing in about a day. It went amazingly well. I changed the grid model from something overcomplicated (list of tile entities) to something super simple (jagged array with integers) and wow was that the best thing I ever did. Coding from here on out was a breeze.

    By the end of the week, the game was working and had the added benefit of being able to change the grid size on the fly. I played around with 4-10 grid sizes. Funny thing, 7 grid spaces was the magic number in terms of fun and difficulty.

    I tested the game on various browsers and touch device browsers. Turns out Safari is a dick and doesn’t support “.bind()” which a significant part of my event system. That was a pain to sort out, but I ended up adding some code so that it would work on browsers that don’t support it.

    Weird thing, the game worked super fast on my old iPad 1 (Safari) but slow on my Nexus S (Chrome). Craziness.

    Time to test out Phone Gap. I copied my files over into Eclipse. Tested it. It didn’t work. Crap.

    Turns out, requestAnimationFrame won’t work. That’s an easy fix, I switched over to my teeny setTimeout loop.

    (function loop(){ setTimeout(function(){update(), draw(), loop()}, 1000/FPS)})();

    It is my prototyping game loop. If I have to write something from scratch really quickly, I use this.

    Back to the Phone Gap test. It works!

    I started working on the graphics, which took no more than an hour or so. (It is my speciality after all).

    Coded my new view class and test it.

    It works!

    but…

    slowly.

    Well.. that sucked.

    I implemented all the performance improving hacks I could think of (FYI working in canvas no CSS3).

    • ~~ Double Not. Rounded out all my draws coords (canvas hates decimal numbers)
    • Pre-rendering. All my sprites were resized and pre-rendered into their own canvases.
    • Non-full screen clearRects. I only re-drew things on the screen that changed.
    • Layered Canvas and draws on their own layers. Turns out this actually made things slower despite there being significantly less re-draws.
    • Frame skipping. Well.. this really had the same effect, everything was just as choppy as before.

    Well, clearly javascript was just not going to cut it.

    Now, this isn’t to say PhoneGap is terrible for games (it is), I had right from the very beginning a particle system that I was unwilling to part with. It added some 100+ particles on the screen every time something happened and is the sole reason for laggy perfomance.

    oh and I want my game to run at 60 FPS. None of this flimsy 30 FPS.

    Week 3

    Hey that’s this week!

    I decided to re-write the whole thing over in Java.

    I knew that the hardest part of this would be getting the thing up and running because really, to me, regardless of the language, all games are the same thing.

    • Game Loop
    • Game Logic
    • Game Rendering

    The things that were different were;

    • Game Loop Code. Involves pausing threads and what not.
    • Event system. Turns out you can’t pass a method reference as an argument. There are work arounds and I ended up passing anonymous functions but I wasn’t happy with it and ended up scrapping my whole event system. I didn’t actually need, it was more a proof of concept.

    As for the game logic, it just so happens I write my Javascript like I write my C#/Java. So it was mostly just copying and pasting with some type declarations.

    I’ve just finished writing much of the code for rendering/drawing.

    It works! and fast! and that’s just in the emulator, on my crappy old phone it’s super awesome.

    So that’s where I’m at right now.

    Things on my to do list:

    • Particle system
    • Title Screen
    • Score Keeping/Submission
    • Implementing ads for free version
    • Adventure Mode
    • Hats

    I expect to have the game ready for submission some time next week. Initial version won’t have adventure mode. It’s not a vital part of the game, just a bit of variety/fun.

    So yep, this has been my process for making one of the simplest of simple game development over-complicated.

    There should be screenshots of the progress.

    Oh and the name of my game will be Panda7.

    Egypt hack and slash video progress

    Posted by (twitter: @juaxix)
    Wednesday, October 3rd, 2012 12:29 am

    I have made this video:

    EHS 4 October

    to show the current progress of the game in about 2 weeks.

    Player has animations, touch control pad,physics,low poly geometry, etc

    The first level consists in 2 rooms and a mage tower, all the game is related to magic and mages!, i am a bit worried about fps, with 5-7k polys for each part of the full scene (rooms and tower), 4 particle systems of 16 elements each one, collisions, object occlussion, physics, AI, animations (no lights , no shadows), the game is running at 40-50fps…
    I am wondering if I would need to reduce the meshes again! Or remove particles, occlussion ,etc, so I can add bloom fx, lights and more action to improve gameplay and game itself: graphics, sounds, music, attack,fx,etc

    I’m in!

    Posted by (twitter: @ericraue)
    Thursday, April 19th, 2012 11:31 pm

    Was thinking about trying a new framework like Slick2D or Flashpunk but I think I’ll stick to what I know best, which is Unity. I’m going to focus mostly on gameplay this time around but I hope to get around to making some great pixel art. RagePixel seems like what I’ll use the most.  I just picked up my first iPad today so I’ll try to make something suitable for the platform; playable in the web browser too of course.

    • Code: Unity 3D (C# & MonoDevelop; Mobile Basic license)
    • Planning:Paper or Procreatefor sketching
    • Art:Pixen and/or Blender (RagePixel plugin too)
    • Audio: Audacity + microphone & BFXR

    I will try to post updates on Twitter and G+ regularly.

    I *think* I’m in…

    Posted by
    Friday, August 19th, 2011 11:16 am

    …. it’s just that the GF dropped on me two days ago that she wanted to go up to f’ing Sacramento on Saturday for a birthday (I live in San Francisco). Besides this last minute annoyance, I’m excited about LD #21, but still haven’t quite figured out my plan. =)

    I’m developing for iOS in Xcode 4. I’ll be using the terminal screenshot script that was posted today. I actually used it in the last Mini LD; and it works reasonably well, especially considering you don’t need to install any extra software, which is nice.

    I have my own small library for iOS games, which is the accumulation of what I’ve learned until now. There are still some glaring holes, like that fact that I have no idea how to build/import any kind of map haha! But I’m sure I’ll figure something out. Last Mini LD, I figured out collision detection on my own.

    Hmmm, since a lot of entries include photos and stuff, maybe I should do the same. I’m at work, so I won’t be taking pictures of my messy house, however, I started dicking around on some music last night, warming up for this weekend’s challenge (don’t worry! I won’t actually use it. And my “song” really sucks anyway, haha). So I included a few screenshots of that.

    Wee!

    My October Challenge results for Five-O

    Posted by
    Sunday, October 31st, 2010 8:50 pm

    Five-O IconI finished Five-O on October 21st and submitted it to the App Store for approval that night. As the days went by, I started to get worried that it wouldn’t be approved in time, but on Friday, October 29th, I received confirmation that the game was approved for sale. I got my first sales on October 30th! Woohoo!

    View Five-O in the App Store

    About Five-O, my entry for the October Challenge

    Posted by
    Sunday, October 31st, 2010 7:48 pm

    Five-O is a board game I’ve been developing in my spare time over the last few years. It started as a side project during college. I was taking a course in artificial intelligence, and I wanted to create a game with an AI component. Growing up, I had played one of the many “Scrabble-but-with-numbers” games and had fond memories of it. Searching the internet revealed not a single good implementation of this idea for the computer, so that’s what I set out to make.

    The basic rules are as follows. Players take turns placing intersecting sequences of numbers on a board. Each sequence must total to five or a multiple of five, and no sequences may be more than five tiles in length. For example, 7-3-8-7 would be a valid sequence because it adds up to 25. The sequence 3-9-5 is not valid because it adds up to 17 which is not a multiple of five. You can read more on the game’s webpage.

    With the release of the iPad, I put the desktop version of Five-O on hold and started focusing on getting an iPad version done. The device is just too perfect for board games like Five-O. The October Challenge was the push I needed to finally finish version 1.0 and publish it in the App Store.

    Five-O


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