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31

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 ...


15

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 ...


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 ...


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

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 ...


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 ...


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 ...


8

Ignoring the "menu" part of it (it's the same as any other UI element), for iOS games specifically you can use the built-in NSUserDefaults class to store key-value pair of settings.


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

Summary: No-one will buy an idea from you and do all the work. If you want to see your game realised, you must provide additional value beyond the original idea. This can take many forms. I suggest that the value you provide come from programming. But, as I mention in the alternatives, there are other ways in which you can provide value. Knight666 hits it ...


8

The commonly used formats are PNG and PVR. The PNG (Portable Network Graphics) format is compressed but lossless. It's a commonly used format (basically any image-editing software can write to PNG). The PVR (PowerVR) format is a format that is much closer to the native memory structure of images on the GPU of the iPhone. Therefore it also allows for some ...


8

That method of moving a player left and right is a little bit complicated and can be done in a much much nicer way using a simpler class design. Create a player class and declare cgpoint vel and pos. You will also want a CCSprite in the header file of this class: @interface player : CCLayer { CCSprite *spriteName; CGPoint vel; CGPoint pos; } @...


8

The iTunes App Store already has a process in place for adding custom terms and conditions to any app you upload. http://developer.apple.com/library/ios/#documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/8_AddingNewApps/AddingNewApps.html Scroll down to "Providing an End User License Agreement". Tell your lawyer about this if he doesn't ...


7

No. When iOS 4 was introduced, the app store introduced a new rule: "You can't upload binaries which deploy for iOS 2.x". This sent a clear message that Apple doesn't want to have users nor developers trailing in firmware updates. Since today (depending on where you live on the globe) Apple is expected to announce iOS 5, the app store will likely disallow ...


7

If you're going to use a perspective camera like that, you're really not saving anything by using a sprite sheet. I mean I guess you could render all of the potential walls in one quarter of the screen and then do mirroring for the other 3 quadrants, but that assumes a stationary camera. Why would you want to use a sprite sheet anyway? You're not really ...


7

I'm not an expert on this field, but this is what my intuition tells me, both from a technical and from a more subjective point of view. Technical From a technical point of view, in order to preserve quality, you should start by authoring your audio files as loud as possible but making sure not to exceed a certain volume threshold which would induce ...


7

First of all, don't discount the other people you need. Some games require mostly artists and some require mostly programmers. A game which requires you to move blocks around a dynamic world probably needs more programmers, but a game where you travel the world playing cards probably needs more artists. The other thing to consider is the other aspects of ...


7

After a few days of researching, I found a solution to this particular transform. This is much more mathematical than program-oriented. Therefore, I will be using pseudo code. Now, given a screen coordinate (x,y), we first want to represent (x,y) respected, or fixed, to the world, not the screen. For example, my game use the top-left most corner of ...


6

Using index buffers isn't necessarily faster, as indicated in the Apple docs, "For best performance, your models should be submitted as a single unindexed triangle strip using glDrawArrays". So, while a GL_TRIANGLE_STRIP will do it in 4 vertices without needing an index buffer, and you can use an index buffer, it's pretty lame to try to "save" repeating 2 ...


6

C/C++ and/or Objective-C are used to develop games for iOS (iPad/iPhone). Java or C++ (using NDK) is used to develop for Android. Usually OpenGL ES is being used for rendering on these devices. There are engines like Unity, Shiva or Corona that allow publishing to different devices. These engines usually come with an own editor and you program in C#, Lua or ...


6

If you can detect the user tapping on the screen, and know how to draw a simple textured 'quad' (two textured triangles or a triangle strip/fan) then the simplest button is just a combination of the two. Draw a quad on the screen, texture it with your button's image, then do a simple bounding box test to see if the user has tapped inside it. Be careful ...


6

The key phrase you're looking for is game state serialisation. Game state is what it says. Your game has some sort of structure to keep the current state of the game. In an RPG game, you want to store the list of quests the player is on, how far they are into those quests and what their characters' stats are. Serialisation is the reversible conversion of a ...


6

No simulators that I know of give reasonable expectations of on-device performance. The iOS simulator, in particular, is very bad. And I think the Android one is an emulator.


5

Considering that Corona SDK exists, I'd say yes. Apple has also allowed Adobe to make an AIR runtime for iOS.


5

No. The device has an entirely different hardware than your PC and testing your App solely on the Simulator isn't going to be enough. You might hit problems in the simulator that won't occur on the device and vice versa. The simulator also doesn't simulate memory constraints of a device. I know that getting a Mac and an iPhone can be rather expensive, but I'...


5

Depends on the scope of your project. As long as you don't need anything fancy, Unity3D works pretty much the same on Android and iOS. However, there are times when you need to access OS services, and when this happens, you have to write plugins. These plugins, of course, have nothing in common between Android and iOS. Also, Unity3D imports all art assets, ...


5

This topic appears very regularly here. I'd suggest reading through the many other iterations to get further answers. In my opinion, UDK is good for making first person shooters and little else. The online documentation isn't much beyond automatically created documentation from the source files (what comes out of things like Doxygen). I'm working on a ...


5

You don't have to provide any server when using game center, if the player are close enough they can connect via bluetooth if not than they will be connected via internet through apples server for game center. The only thing you need to do is to import the GameKit framework in your class and use appropriate methods to handle the events in your turn based ...


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