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3

If you want 200 lines, then the only type of game I can think of would be a good old-fashioned text adventure. :) Don't underestimate the challenges of that. Here's a text adventure in Objective-C: http://www.spintz.com/electron/electron.html


3

Have you considered using something like Unity 3d? It has the advantage of running on multiple platforms (web/iphone/ipad/andriod/wii/pc/mac and soon ps3 & xbox360). Here are some resources for Unity 3d, http://unity3d.com/support/resources/ http://www.youtube.com/watch?v=5-X-Ebh1kYA ...


3

I have taken advantage of what apple has provided with UIKit. My last few projects have abused Core Animation/UIKit instead of OpenGL ES. For my case it worked perfectly well. My next project will use OpenGL ES and I'm not quite sure how I will manage the UI yet. I will likely still abuse UIKit. I've seen a few developers use OpenGL ES to push their ...


2

You can find a few open source games written in objective-c on github. Although most are larger than a few hundred lines. If you're looking for "tiny" examples and you like Roguelikes, you should check out the listings for the 1kb roguelikes contest. There are a couple C examples that are rather clever (though they probably aren't good learning examples, ...


2

For my last iPhone (Dr. Awesome), all the menus before the game started were in UIKit. I didn't even create the OpenGL context until the game was started. In our case, it worked out really well as the menus were created really quickly and with a GUI and didn't require a bunch of game-specific UI code. It's important to note, though, that the design of our ...


2

We chose to use our own in-game UI for a few reasons, the main one being it enables easy ports to the Android platform (hardware diversity issues aside), as well as windows-based builds (very handy for testing), and it allows a great deal of flexibility in terms of bringing game elements into the UI (for example, our particle system was reused to add a bit ...


1

I you are making a game you really should use some graphic engine like cocos-2d (which uses opengl for rendering) and not using standard iOs views. Here an example the angry bird menu done with cocos-2d : http://www.youtube.com/watch?v=kZ_d_B-PjyY


1

HI Friends I Got The Perfect Answer From The Following Link http://stackoverflow.com/questions/5075291/i-want-to-track-the-speed-of-the-fingure-movement-in-pixel-per-second-is-it-possi/5083653#5083653


1

An Allegro Game in 20 lines of code. It can be considered "free to use" since it is snippets on public forum C language some "dirty techniques" how to squeeze code in C some techniques how to make game simply at most 20 lines (there are few exceptions and there is a problem that C is maybe too compressible, because there is almost no restriction on ...


1

I am, very slowly, teaching myself programming (only need to grasp basic game logic) with the free book "Invent Your Own Computer Games with Python". It's written with the idea that all an aspiring game programmer wants to do is get to the point of writing games, so that is what it lets you do, from the very beginning. In the end you will be making games ...



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