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20

L-Systems, from what I can tell*, are a set of grammar-like substitution rules that you can apply recursively to get interesting, "organic" results. Plants are where L-Systems are often used, as they show a lot of recursive growth (i.e. branch splits off into more branches). For a simple example, I'll show a "lollipop" tree generated using an L-System: ...


17

You're on the right track. The gist of the client-server networking model is that a server is that it's a central point of knowledge that clients connect to. A game server typically contains an in-memory world representation, a list of connected players, a game loop (with e.g. player control handler, a physics engine & AI). You'll also need a ...


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

The best short answer I can give you is: T = guesstimate how long it is going to take. M = Check what is the average monthly pay for a programmer in your country. P = Amount of people on your team. Your offer to them should be: T * P * M * 3 This advice of course is not offered as professional counseling and not intended to replace it. They will likely ...


14

Yes. There are many ways to wrap an HTML5 game for distribution on iOS. Solutions include CocoonJS, Game Closure, PhoneGap, and Ejecta. Examples of HTML5 games on iOS include Onslaught! on iPad and Biolab Disaster on iPhone.


13

As far as i know when you build for IOS on windows it will generate an Xcode project that you then need to build on mac. As you can't make IOS bundles on windows the only thing you can do is to make the process better by not having the requirement of installing Unity on both windows and OSX. You could set up automated tools which take the output from unity ...


12

Find an engine that runs on all three platforms (i.e., is cross-/multi-platform) and meets your requirements. The latter will vary with time and only you know all the requirements you need, so finding the correct engine is left up to you.


12

The first step, is of course, finishing your game. The publisher rejection rate is high enough for even established professional game developers, with complete projects. Sloperama Lesson 11, Section V You want to essentially do everything in your power to be as noticed as possible. Publishing is very risky, even when your game is complete, and you want to ...


11

Here's how I would do this. First, make sure you have the object's UVs or world coords (which you can pass through from your vertex shader) available to you. If it's just a background, you could also just use fragment coords (gl_FragCoord). For instance, let's say we're using UV coords. A fragment shader with only: gl_FragColor = vec4(vec3(uv.x),1.0); will ...


10

Android and iOS are not directly supported by the command line utility. However, you can use the command line utility to run a script that will build for iOS. In the simplest form, it would be something like: using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic; using System.IO; public static class AutoBuilder { ...


10

I'm not used to Cocos2D engine, but I can suggest this solution for you to apply to your game. Naive implementation The simplest way to implement a train wagon can be making an object which follows a given path, whose angle rotates according to the path direction. Given a path (as an open line or closed polygon) consisting of a finite number of points, the ...


8

In my opinion there are a few types of mobile games. Single player / action / arcade puzzle - these doesn't really require a server side anyway and you can go a long way with openfeint or gamecenter to implement the social functions. Multiplayer / MMO / MMORPG - These require a strong backend with very quick response times and the BAAS solutions are really ...


8

Ok, after reading a lot i've found the solution: Seems that the extern call don't work inside the editor or simulator, so the correct way of doing this is develop for device (after putting the header and the implementation files under Assets/Plugins/iOS). I hope that this will help some one :)


8

I don't think this is going to be quite as easy as you'd like, that said you should be able to copy/paste the code below to get something going. There might be a better way to approach this, but as I see it you'll need 2 render passes. The first to render the scene to a low resolution to introduce pixelation, and a second to resample the low resolution ...


7

There are pros and cons to both, but the decision is ultimately yours. You'll have to decide based on the style of your game and the type of game. Static position: Always in the same place, predictable. This means the user will always know where the indicator will be and allows them to avoid covering it up on their own. Kind of boring and requires some kind ...


7

It was made with openFrameworks and a custom library for spritesheet rendering, as told by Zach Gage (one of the developers) in the Ridiculous Fishing Reddit IAmA: I think the biggest tool I have is a very tiny library I wrote about 2 years ago with some help from my friend Ramsey Nasser. It's opensource here: https://github.com/stfj/...


6

But - I'm wondering if it's not a bad idea to focus on those 2 systems only. After all there are other mobile platforms, there are PCs, Macs and Linux boxes... All of them having gamers using them. If you want to make money on your games, and even if you don't, you just want to reach a large audience, there really are no other mobile platforms. Android, ...


6

Apple provides a framework for in-app purchasing in StoreKit. You can read the docs on it here. From their documentation: Store Kit communicates with the App Store on behalf of your application. Your application uses Store Kit to receive localized information from the App Store about products you want to offer in your application. Your application ...


6

The best way to sort your scene is actually to do it in at least two stages/buckets. It is true that you need back-to-front sorting for translucent geometry for proper alpha-blending, but you want front-to-back sorting for best Z-buffer performance on opaque geometry. You can often get away with not bothering to sort opaque objects at all, leaving them ...


6

You may find my answer to a similar question here to be helpful. You may also find it helpful to look into the source code of other solutions. The Godot Engine for example is a cross platform open source game engine so you never need to pay anything. As I mention in my other answer you don't need to (and likely can't) rely on one IDE to do the work for you....


6

You can't patent a game. You might pattern a particular algorithm but it's unlikely to be of benefit to you to do so because of a couple reasons. Patents are highly specific. I was worried I was violating a memory management patent, but when I looked closely it was obvious the algorithm was completely different. This makes it easy to circumvent many patents....


5

Now you can port your game to iOS. The steps to do this (as described here) are: Make sure you have all prerequisits for libgdx development for iOS, except Xamarin.iOS/Monotouch! Open Eclipse, and install the RoboVM plugin from here. This will install everything you need. Get the libgdx source and import all projects into Eclipse. Right click any of the ...


5

I actually found a simple solution! Changed the character objects to not only include info and sprite, but also a CGPath. Then implemented a method, to loop all character objects, and check for CGPathContainsPoint( params ...) instead for CGRectContainsPoint( params ...) Tutorial I used: http://www.youtube.com/watch?v=HxHZwzaadNQ - "The magic of CGPath"...


5

Google recently made their policy clearer so both Apple and Google are taking the 30 cut of any transaction made as in-app purchase. They don't allow any other form of payment inside the app and will simply remove your app from the marketplace if you hassle with it. The only exceptions both of them allow are: Selling of virtual goods in the game - they do ...


5

The answer to this will vary wildly, but it's going to be based on a similar process for everyone. Estimate how long the project will take, both in terms of person-hours spent coding and in terms of calendar days spent on the project. Now figure out about how much you want to be paid per hour and/or how much you want to earn over that span of dates. EDIT: ...


5

Unity compiles your app into a bunch of assembly code with a thin Objective-C layer around it for OS calls and such. Assuming you're not doing any plugin work (e.g. needing to call OS level features for things) you can publish your game without any working knowledge of Objective C. Even if you do need OS level features, there's usually a plugin available ...


5

As far as I know the framework, you code your game once, and it automatically creates an executable for all the platforms. So if you only want to make the game for Android and iOS, you only export the executable for these platforms and ignore the other platforms. The game also isn't made in the 'desktop' project, it is made in the main project. The 'desktop'...


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