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7

As you have found out, the W3C Vibration API is not supported in the iOS Safari browser (as reported here: https://caniuse.com/#feat=vibration). However, you've pointed out that you plan to package your app for the iOS App Store. To do this, you'll need to package your "web game" into an appropriate native container for installation on the phone. You could ...


5

It is highly not recommended to make an iPad game without a device. The simulator is decent, but some things cannot be tested properly on it. For example, In App Purchases cannot be tested without a device. And believe me, you want to test those things. You also won't get much of an idea of its performance on the simulator since it may run much faster or ...


4

If the enemy waves only effect one player (the one that plays the game), then I really see no need to put this logic on an external server. Having a server would also require an internet connection which can't be taken for granted (especially on iPods and iPads). You could simply store the time when your game exits or goes to the background. Upon relaunch ...


4

I am experiencing the same issue - after updating my iOS apps, there is a period (a few days) when a lot of App Units get reported from China. In fact more App Units then Impressions / Installations / Sessions. And I have Google Analytics (Firebase) installed as well, where I don't see any increased activity. I've read online that this might be due to click-...


3

Unity Remote exists for this purpose. Quoting their description: Unity Remote is an application that allows you to use your target device as a remote control for your project in Unity editor. This is useful during development since it is much quicker to test your project in the editor with remote control than to build and deploy it to the device ...


3

As far as I know all those devices are able to show up to 60 fps, however, for mobile development you should think differently: You've tagged your question with 'directx', but this won't work. iOS as well as Android both support OpenGL ES only, which is a more lightweight version of the desktop OpenGL. The more frames you display, the more work the GPU has ...


3

Some companies target to release their titles around Christmas. Other companies target E3. There's a lot of buzz around E3 and it is coming soon. So it might be actually a good time to release in summer. And of course, when people go on holiday nowadays, they take their iPhones to the beach and they might just need something to play when they are sunbathing. ...


2

Have you checked out CocoonJS? It's by far one of the best ways to get hardware accelerated HTML5 games on iOS and Android plus they have a cloud compiler where you can upload a single zip and it will build out for multiple platforms.


2

The catch of Game salad is "write games without coding...". However it doesn't mean write games without programming! Just because you aren't coding doesn't relieve you from knowing the math and logic real programmers have to go through when developing apps!


2

Ok, i'm assuming your existing collision detection has determined that a corner collision has occurred and the only question that remains is "Which edge hit first". This is equivalent to the question "which has been inside the edge the least time". This is because if you imagine the edge as being an infinite length then for a collision to occure between ...


2

GL_ARB_ES2_compatibility This extension adds support for features of OpenGL ES 2.0 that are missing from OpenGL 3.x. While the intention behind this is to assist porting apps from ES2 to GL3, there seems no reason why it can't be used the other way too. So long as you strictly confine yourself to the common subset, you'll come out the other end with ...


2

Okay, I'm assuming you've got general issues with game logic and how to implement it properly (i.e. it not working as expected). If that isn't the case, let me know and I'll remove this again. While I can't help you with the actual code implementation, from what I got from your code you might have chosen an implementation strategy, that makes it slightly ...


2

Input.justTouched() returns true if an event has occurred between the current frame and the previous. That means it's as accurate (or indeed as in-accurate) as the frame rate. Two separate calls to justTouched made during one render call on the ApplicationListener will always return the same value.


2

There are a number of problems caused by placing UI elements outside the safe area. Note that many of these are not unique to iPhone X, and would also apply to CRTs, projectors, or smart watch screens for which a safe area is defined. Touch handling (input) problems: The user may initiate a swipe gesture accidentally while intending to tap your button. ...


2

in videogames most of the time you have to look for some math models for events or interactions you see. pinch: only 2 active touch on the screen with distance more than a threshold if their distance is less than a threshold in any amount of time, a pinch has happened. there are lots of plugins for gesture detection in asset store. just look them or ...


1

Well I finally got it done and learned a few things in the process but teaching you how to use a bunch of Blender features is beyond the scope of this question so I'll just give you the results. First, here is the .zip archive that contains all 405 animation components in the form of .png with alpha transparency. I removed the purple color-key since all ...


1

Yes, it is possible, and it has been done before many times. What you want are called Billboards, they are simple planes that are transformed to always look at the camera. There is an implementation of it on GLSL Programming Wikibook. You would want emitters which emits particles (which are billboards), there is no need for moving anything to the GPU, ...


1

By "endless levels" do you mean that there is no limit to the number of waves i.e. the waves keep coming until game-over? If so then you need to develop an algorithm that takes the wave number as an input and returns an set of enemies suitable for that wave. The most trivial of these would be to take the wave number and return a number of enemies or as ...


1

Build your own level editor - it's the conclusion I came to after having developed several games. A simple editor would involve creating some simple buttons (the items in the levels) and some simple logic for positioning, rotating and scaling them on stage. After you have all the items in a level just push their details (position, type, etc) to an/or several ...


1

Basic sprite animation is really simple: int frame_to_play = (game_tick * target_fps / tick_rate) % number_of_frames; The result will tell you which frame (the frame_to_play-th) to show. game_tick would be some kind of frame counter that just counts up (has to tick at least as fast as your animation is meant to be played). target_fps is the framerate at ...


1

"Releases" or "launches" only make sense (and those conventional rules only apply) if a lot of people are expecting your product. I notice AAA developers and large studios releasing games around just before Christmas (such as Mario Bros Wii and Mario Kart) so that might matter (because these games do make a great Christmas gift). But if nobody's ever heard ...


1

I just put my logic. You have updateRunning method, in this method you have a logic of move coin at right to left. Here you need to use CCMoveTo Action, // move the coin until it leaves the left edge of the screen if (coin.position.x > (coin.contentSize.width * (-1))) { [coin runAction: [CCSequence actions: // Here set MoveDuration as you need ,...


1

glDrawArrays(GL_TRIANGLES, 0, 2*3) won't draw anything because you do not have any shaders attached. OpenGL ES 2 does not have a fixed pipeline, therefore you need to implement your own shaders. You can use GLKit's GLKBaseEffect as a shader or better write you own. I recommend you the following series of tutorials as a starting point: http://...


1

I think your algorithm is pretty close to one I wrote in this answer to a similar question, but I'm concerned that this line in your algorithm isn't doing what you'd like: b: receives message. If a.localTime + dTime(b-a) is very close to new b.localTime, send accept message. You should be figuring out roughly how long the packets are taking to get from a ...


1

Don't collide against inner edges. A simple pass over your tiles can determine if the tile borders an open space on any particular edge. Set a glag for each edge in a given tile marking if its an outer edge (collideable) or inner edge (ignored). One nice trick while testing this and other physics is to have a debug draw mode that renders all outer edges. ...


1

Now that you are implementing the physics on your own, as well as the collision code, I think the best answer lies within this tutorial. After the effect from the collision is calculated, you just consider the closest edge based on the average X position.


1

The problem is that you are moving the label to the right (420+10 points). I don't know what do you want to achieve with this action but basically you are continuously moving the label to the right. If you don't understand, change the duration of the animation to something like 2 and you will see the problem.


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