Ok, just to let you know: I’m loving Unity LOL. I think it’s just the natural evolution of any game creation tool. I guess that all the the big AAA companies have developed their own tools similar to Unity. But for little studios like mine/me Unity is kind of a dream. I will encounter issues for sure, but for now, here you have my second little demo :p
These days I have been playing around with Unity3D. In case you don’t know Unity3D yet (really?), it is probably the most popular non-free cross-platform game development tool. It covers almost the whole development workflow: prototype, design, programming and deploy. You could even create some simple 3D art for a simple game.
Unity has been in my TO-DO list for a long time and finally I grabbed some time to get into it and create something with it. And it is amazing! It is a bit intimidating at first place, but the more you use it the more excited you get
One of the most important aspects of Muster my Monsters is the animation system. Muster my Monsters is a semi-interactive game in the sense that you do not control directly the characters in the game but chose the actions they will execute. In some sense, it is like choosing the cinematic sequences that will be played in a while.
Muster my Monsters is a social/party game featuring terribly horrible and ridiculously weird fighting-monsters.
So, the quality of those cinematic sequences is critical. They need to be very visually appealing and, most important, they need to communicate the state of the game precisely to the player.
Muster my Monsters’ basic rules are similar to the rock-paper-scissors game, but in MmM we have ruder actions: Attack wins Mock, Mock wins Dodge and Dodge wins Attack. And this is called “balance”.
This simple game was made to demonstrate how to save time when developing a game for several different mobile platforms like iOS, Android or Bada. Because the number of mobile platforms is raising and the developers want to reach the largest possible audience, developing the game several times for every single platform separately is not an option anymore.
Cocos2d is and excellent framework. It has saved me tons of time during my game projects. It offers almost everything I need. However, sometimes there are some features that are not supported by cocos2d.
This is the case of rotating a sprite around an arbitrary point. Rotation in cocos2d is based on the concept of anchor point. This is ok on the 99% of situations, probably. However, during the development of Muster my Monsters I need to perform rotations around arbitrary points. The idea is to have an sprite “orbiting” around another sprite or some defined point in the space.
In today’s post I would like to share with you a handy piece of code to manage sprite sheets. I have called it TSSpriteSheetManager.
TSSpriteSheetManager is a singleton cocos2d class that allows for easily manage sprite sheets. You just add sprite sheets to the manager and then request a sprite or frame automatically batched for you. The manager will search for the sprite in all the added sprite sheets and if it is not in any of them, it will search for individual files on your project.
You have the entire source code for this project at the end of this article.
Exporting Flash animations to cocos2d actions is a topic that has been in my mind since some months ago. Spritesheets based animations are very limited in terms of sprites size and frame rate. The more frames you have, the more memory you consume. And the bigger the sprites, the more memory you need as well.
However, actually, memory usage has not been an issue in the projects I have worked so far. So, exporting Flash animations to cocos2d is a task that I have been procrastinating… till now.
In today’s post I would like to share with you my experience working on my first cross-platform game. Although it is intended to be available for Windows Phone, iOS and Android, currently I’m focused on the Windows Phone version.
The game is called Muster my Monsters (MmM). It is a two-player fighting monsters action game. It is a casual game, so game mechanics need to be simple and art appealing to most of people. Here you have a gameplay video.
Today’s post is an update for an old article about posting high scores to Facebook Wall. Some users have reported some issues about this class. There were some problems with the state control when authorization was needed.
Today I will like to post a new version of the class that solves these issues. The project is now called FacebookScorer and you can find it on GitHub.
The lasts weeks I have been trying and playing with different frameworks, methodologies and alternatives to mobile cross-platform development. In today’s post I would like to share with you my conclusions and… headaches.
So, you know, by definition cross-platform development is never an easy issue. Every platform is very different from each other just because it needs to differentiate from the competitors. So you, as a cross-platform developer, have to deal with it. Period.