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877507 Posts in 32868 Topics- by 24305 Members - Latest Member: orloff

May 19, 2013, 05:04:34 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Where to start for mobile games?
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Author Topic: Where to start for mobile games?  (Read 1056 times)
kamac
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« Reply #15 on: June 26, 2012, 04:21:56 AM »

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Eigen
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« Reply #16 on: June 26, 2012, 04:28:42 AM »

Please, don't. We all know anybody who's anybody uses COBOL, even for mobiles. Duh.

Less topic derailing and arguing about languages, more discussing of libraries/frameworks that actually have relevance to OP's question.

GO!
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nikki
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« Reply #17 on: June 26, 2012, 06:33:16 AM »

I wouldn't forget the whole javascript/css/html/webkit shebang
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« Reply #18 on: June 26, 2012, 07:16:57 AM »

HTML5 is an option, but not really. Yet. HTML5 audio plain sucks. But if you want to make a game with just one occasional bleep or bloop OR, then yeah, it's pretty sweet.
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Raptor85
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« Reply #19 on: June 26, 2012, 02:34:51 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?
I'd recommend C++/SDL2/GLES if you're developing a native application , i'll run on every major platform without code changes (Minor exceptions, XBLA and WP7 due to them requiring their own framework usage), and it's super easy to set up and use, you can bang out a prototype game in a few hours easily, you can also easily pull in other libraries for physics and network if you want as there's plenty of cross platform ones available (as long as there's no x86 or x86_64 specific code the lib will work)

If you'd rather go the web route, the HTML5 Canvas + JS target is the most portable, flash is being phased out or completely unsupported on many mobile platforms and even desktops. (Though adobe's 64 bit support was always crap at best) For sound though unfortunately MS and Apple are a bit pissy and refuse to implement Vorbis so you have to use PCM16 as it's the only format every browser can use, so your file sizes will be larger.  Unless you're going to have TONS of voice, sound, and music though it won't be that bad, just take 10-15 seconds longer in the preloader. (ALWAYS preload your asset files!)
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« Reply #20 on: June 27, 2012, 04:29:30 PM »

I would take a look at the PlayN framework from google(formerly ForPlay). The setup process was a bit painful, but I can now export to html5, android, ios and desktop(java) with the same codebase. Furthermore, you can access all the platform specific functionality.
It's a pretty high level framework, which I personally like.

An other option is HaXe with NME.
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nikki
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« Reply #21 on: June 28, 2012, 05:29:41 PM »

and in the "write once deploy to many" line of thinking : Monkey
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DanFessler
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« Reply #22 on: June 29, 2012, 02:45:44 PM »

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

You can use mono-touch / mono-game to get a bit more mileage out of XNA.  It's what we're doing on our current project
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