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37

There's always the old standby, SDL. It's fairly low level, but that simplicity is what allows it to be ported to bajillions of platforms (including windows, linux, mac, nintendo DS, wii, etc etc). There is an iPhone port, which I haven't used, but seems mature enough.


28

First things first: ideas are worthless. Nobody is going to steal your idea, because everybody comes up with them all the time. Get that into your head. Here's a flow chart: Come up with an idea for a game. Discuss it with everyone you know, especially its flaws. Summarize your idea in a single sentence without comparing it to other games. Bad: "Like ...


25

Just use index buffer and GL_TRIANGLES. In this case you need 4 vertices + 6 indices per quad (6 additional indices may sound large overhead but in reality it is not - once you have constructed your index buffer you don't have to touch it again). See this page for more information (search for glDrawElements) Simple example code: GLfloat vertices[] = {-1, ...


23

Angry Birds matches the iPhone market very well. Short gameplay sessions match the phones usage patterns High art production values Setting/Characters that are appealing to both sexes Very simple mechanics that offer mastery potential in time This make it a game well suited to the platform and it can appeal to the full range of iPhone users. This is ...


22

There really isn't any reason you can't use Unity3D to create "2D" games. You can use textured quads and an orthographic camera, and you have yourself a 2D game. There are even some unique solutions like using a skeletal animation system and putting sprites on top of different joints, or using a really tight perspective camera to get cheap parallaxing. ...


20

SFML is a nice modern, Object-Oriented, cross platform graphics engine. It is hardware accelerated (based on OpenGL), and has bindings for C++ C .Net (C#, VB.Net, C++/CLI, ...) Python D Ruby Ocaml


16

There's http://www.phonegap.com/ which is open source and cross-platform. Besides packaging your HTML 5 as a native app, it also lets you access native features of the mobile phone.


15

There are quite a few resources to refer to. First thing to note is that 93% of the top 100 grossing games use in-app purchasing so that by itself means something. Here is a research by flurry showing the dominance of in-app purchase dominance as a monetization model for mobile games. This is from about a year ago and the trend became stronger since: Part ...


14

One of the most important skills to learn as a programmer is how to locate and fix performance problems. The good news is that this process is easier today than it has ever been in the past. As mentioned in the comments, a frame rate stutter of 0.5 seconds is completely unacceptable for any game which demands reflexes from the player, so this is a great ...


12

SDL, Allegro, OpenGL SDL and Allegro are not only graphic libs, but whole game development libs. One down side of SDL is that it takes over your main() and redefines it, making it hard to combine it with other libraries. (QT in my experience) Another bad thing is that SDL only allows one window (this is stable version 1.2, the development version 1.3 does, ...


12

Write it in C/C++ -- this is the biggest thing you can do. Both platforms support C and C++, though in different ways. On Android, you'll be using the NDK. On the iPhone, it can be compiled along with the Objective-C code. You'll need to invest some time building the scaffolding around your C/C++ code for each platform. You should be able to be fairly ...


12

The iOS developer program agreement section 3.3.2 reads (in part) as follows: An Application may not download or install executable code. Interpreted code may only be used in an Application if all scripts, code and interpreters are packaged in the Application and not downloaded. When the license agreement was updated in 2010, this change was ...


12

What you are looking for is called a billboard or projective sprite. A billboard is basically a quad that always faces the camera. If you don't need it to always face the camera then the code/math will be much simpler. You can read more about how to implement them here: http://www.lighthouse3d.com/opengl/billboarding/index.php3?billCyl ...


12

None of the other answers addressed a basic misconception in your question: the iOS SDK does not cost any money. You can download Apple's developer tools for free. However you will only be able to test in the simulator for free; in order to deploy onto device you need to purchase the $99/year developer registration. The fee is for the ability to publish, ...


11

Being able to speed up time is the easiest/quickest solution to this problem. That said, most of the enjoyment of Tycoon games comes from the fun of seeing the world you've built up exist. Animations of objects in the world, people walking around, the "cha-ching" sound of money going into your virtual bank account, all these things add to the "fun" factor ...


11

This is simple 2D graphics. If you don't have access to Photoshop, download GIMP, look up tutorials on YouTube or try google. Creating graphics like these takes creativity and some art skills, but it's absolutely not out of your reach. There's alot of tutorials on creating buttons or text with the effects used in the picture you posted, they'll teach you how ...


11

The Airplay SDK: http://www.airplaysdk.com/ as well as some other other mobile SDKs, will let you make iOS games for free (in the sense that you don't have to buy a Mac), but I believe it will still cost $100 to get your game on the app store, no matter what tool you use. The Android is free to develop for and deploy to (Edit: per the comment by Ricket, ...


11

Unity is probably your best bet, it supports both iOS and Android, as well as Windows and Mac.


10

If you really want to have your options open, just buy a Mac. You could always bootcamp it into Windows if you really need to be on the PC side of things. That way you get a proper native iPhone dev environment, and a really good Android environment (since, like was already said, it's very Unix-like). And the option to switch over later if you really need ...


10

They are typically called mobile games, which covers a game that runs on a mobile device. This is distinct from console games (Xbox, Wii,...) and PC games. In addition, most mobile games (but not all of them!) are casual games.


10

For iPhone / iPad development, you are going to need a Mac. See Tetrad's comment for relevant "Can I use a Hackintosh" discussion. For android development the development tool is the same, it is the Eclipse IDE, and it is available across all three primary OS choices. You can find the relevant information about it here: ...


10

The algorithm posted was correct, but in your example you are forgetting about the time it takes for the server packet to get to the client, so: Server time: 1 Client time: 0 Client sends 0 to server ... 150ms to get to server (ping is 300! not 150ms in this case. Ping is round-trip) Server time: 1.15 Client time: 0.15 Server receives packet and sends ...


10

I can't vouch for iPhone, but in Android, a simple application with an Activity that just has one WebView would do the trick. The activity would look something like this: public class WebApp extends Activity { protected void onCreate(Bundle savedInstanceState) { WebView wv = new WebView(this); wv.loadUrl("http://www.myapp.com/"); ...


9

Matt Rix has shared some insight about his game Trainyard in his blog. I think the article shows some really interesting facts about sales and how they are related to decisions the developer made.


9

HTML5 and JavaScript are getting better every day. They may not have as developed toolchains as more existing platforms, but in six months or a year they look to be pretty strong. The main advantage is that you can code and test by making a browser accessible webpage and navigating to it from the mobile device. Additionally the platform specific differences ...


9

The flick gesture is managed in two separate step: detection and conseguent dynamics. Flick Check The first one is the toughest. Basically you have to collect points in time and space when the touch starts as the touch moves. When the touch ends you have to look to what you gathered to see if there were a Flick. A simple flick check can be done by looking ...


9

While this is of dubious value with your actual situation, the best way to make small background music is to use a MOD-style format. These are formats that contain a small number of sound samples and the music in a note-by-note format, rather than a gigantic waveform that's been compressed to squeeze space out. Check out the S3M and XM formats, as well as ...


9

OpenGL ES 2.0 is very different from ES 1.1. You don't have a fixed-function pipeline anymore, so your familiar "push matrix, translate, rotate", etc are all gone. Instead, you have the concept of shaders: vertex and fragment. They're little programs that get executed for each vertex and each pixel. That's where all the transformation and other effects ...


8

I dont know about those time adjustments. The last tycoon game I played was GameDev Story, and it was basically something which gave you sequences of choices, reaction time was not a factor, nor would it be helpful to have speedforwarding since you have to make relevant choices often. So I think, that is the magic: giving relevant choices, with frequency, ...


8

With Angry Bird Seasons, they have a really good ploy to keep you playing the game. They are only releasing one level every day. This keeps users coming back every day to play the next level. For the Android market, this is a fantastic idea because that means people are going to be coming back every day to see your ads.



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