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877168 Posts in 32849 Topics- by 24287 Members - Latest Member: huntingbird3.0

May 18, 2013, 05:00:45 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Where to start for mobile games?
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Venks
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« on: June 21, 2012, 07:13:47 PM »

So I have decided to try my hand at developing games for android and iOS devices, but I have no idea how to start.
Like everywhere I look people are saying to use all these different languages and to use all these IDEs. I'm all up for learning new stuff and was hoping some of ya'll could nudge me in the right direction. Like I'd love to make games for browsers and mobiles using flixel which I'm told is possible using adobe air, but that everything then runs really slow.

I don't want my games to become unplayable. Is there a better way to do this? Or is it best to just code everything one by one for each platform? I really have no experience in porting things what so ever. What has worked out for you guys?
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Jackson31
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« Reply #1 on: June 21, 2012, 08:31:11 PM »

I recommend unity, I've been using it for a couple of years now, only recently thought for mobile games, but I've found it really good, especially for someone with pretty limited programming abilities such as myself,

I've had friends try using Torque engine for mobile games with limited success, so I'd steer away from that.

apparently CoCo's 2D is good, given it's name, i'd asume it's more intended/streamlined for developing 2D games, so if that's what you're intending then it may be your best bet

But yeah, I rate unity, and it can also do 2d games with a bit of setting up some free plug-ins

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rivon
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« Reply #2 on: June 22, 2012, 02:07:25 AM »

It's Cocos 2D, not CoCo's.
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Hedgehodg
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« Reply #3 on: June 23, 2012, 04:51:01 AM »

If you're willing to develop for a relatively small community you could try C# and XNA. It's really simple and easy to use. You can get the IDE for mobile game development for the Windows 7 Phone here: http://www.microsoft.com/visualstudio/en-us/products/2010-editions/windows-phone-developer-tools.

I'd recommend purchasing a book to learn the language though, "Murach's C# 20xx" are quite good. However if you are not willing to spend the money I guess you could just use a tutorial.

And to learn XNA "Riemer's XNA Tutorials" are really great.
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DelishusCake
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« Reply #4 on: June 23, 2012, 01:17:53 PM »

Stencyl's looking pretty good these days, if you're looking to do small-ish games. If you've used GameMaker before (and I know a lot of people have and like it), stencyl is very similar. It can publish to iOS (native, I think) and flash so far, android is on the way soon.
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Desert Dog
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« Reply #5 on: June 24, 2012, 03:51:44 PM »

Speaking of GameMaker, GM-Studio has got Android, and iOS exporters now. (as well as HTML5 exporter, which could be handy for promotion/different market)

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Twitch
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« Reply #6 on: June 25, 2012, 12:09:14 PM »

Are you new to programming, and want to make 2D games? GameMaker.

Are you a competent programmer, want to make 3D games, and don't mind only hitting most platforms, not all? Unity.

Are you a pro grammer, not afraid to roll your own engine, and want your game to be on every major platform? C# and XNA.

Do you like to do things the hard way? C++ and SDL/OpenGL.
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Eigen
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« Reply #7 on: June 25, 2012, 12:33:01 PM »

May I recommend Corona SDK.

Definitely Corona.

It's in LUA, I've used it and it's awesome. Supports iOS, Android, Kindle Fire (if you're into that) and Nook Tablet (another e-book reader of sorts).

It has an emulator which runs on Windows and OS X. The final packages to submit to App Store / Google Play are built in the server, so you don't even need a Mac to do iOS development eg. I think that is one of its finest features.
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rivon
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« Reply #8 on: June 25, 2012, 01:26:56 PM »

Are you a pro grammer, not afraid to roll your own engine, and want your game to be on every major platform? C++ and OpenGL.
Fix'd.
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Twitch
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« Reply #9 on: June 25, 2012, 01:39:47 PM »

fixed? good luck getting your game onto windows phone using C++.
« Last Edit: June 25, 2012, 01:50:43 PM by Twitch » Logged

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Moczan
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« Reply #10 on: June 25, 2012, 03:19:13 PM »

Are you a pro grammer, not afraid to roll your own engine, and spend years working on it and never finishing any games? C++ and OpenGL.
Fix'd.
Fix'd.  Wink
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Polly
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« Reply #11 on: June 25, 2012, 04:08:51 PM »

Are you a pro grammer, not afraid to roll your own engine, and want your game to be on every major platform? C# and XNA.

Every major platform? When it comes to mobile, XNA only supports Windows Phone 7 .. not iOS / Android etc.
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Twitch
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« Reply #12 on: June 25, 2012, 04:12:59 PM »

Are you a pro grammer, not afraid to roll your own engine, and want your game to be on every major platform? C# and XNA.

Every major platform? When it comes to mobile, XNA only supports Windows Phone 7 .. not iOS / Android etc.

http://monogame.codeplex.com/
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Polly
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« Reply #13 on: June 26, 2012, 02:04:28 AM »

That's a ( unfinished ) framework to ease porting XNA games to OpenGL Undecided

To each their own of course, but choosing Windows Phone 7 as your primary mobile target seems a bit skewed in this day and age.
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rivon
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« Reply #14 on: June 26, 2012, 03:50:41 AM »

XNA allows you to publish games only on Windows, WP7 and X360. That's hardly every major platform.
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