Best way to handle multiple screen aspects on mobile [closed] - unity3d

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So, I have been been looking a lot into this topic and the internet seems to be rather vague and divided. I have found that a lot of people handle different screen sizes and aspect ratios by using certain scripts to scale and anchor game objects.
Some people say that you should have assets of different sizes, and enable/disable them based on the screen size. While this method (to me) seems more efficient, it feels like this is suggested less than the other method.
So I would like to ask what the best method is. (Or if there is such a thing as the "best")

The best way is by using a Canvas Scaler and making good use of the anchor-point of the UI elements in your scene and using Layout Groups, this way they will fit nicely into almost all of the aspect ratios.
A few videos covering these topics:
Jimmy Vegas
Unity 3D With Scott
Cat Trap Studios

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When to use animations in Unity? [closed]

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I'm currently making my first game in unity. I came through all the tutorials on their site and i have one doubt. There are many situations when I can use either animation or just add force(or do something else). For example, if in my game player hits something it should fall and i can make it fall by animation or by just adding force. Both of these solutions are good for me. Can somebody more experienced in making unity games tell me are there any good rules for deciding what should I use? Are any of these for example more performance-friendly?
It depends a lot on what your game is, and what kind of scale.
Falling objects that interact with other dynamic options? Physics is usually the best answer.
Just want something to move off screen then go away? Animation can make sense, but there are other options too without using physics.
Using lots of objects? Physics is a good way to handle it.
Using thousands of objects? Physics may be too much, will need to think of other ways.
Your question is really vague so can't give anything but a vague answer back.
However, for your first game, I will say don't worry too much about optimizing and make it simple at first. As you learn, you will understand what can be trimmed/changed later on.

Does logic done first, appearance second, work well in iOS development? [closed]

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I wish to make an iOS application that includes a document library, log/journal, forums, possible randomized quotes ?and coaching tools?, and have built applications of that size in other contexts but this is my first iOS application.
Right now I'm working through http://www.raywenderlich.com/1797/how-to-create-a-simple-iphone-app-tutorial-part-1 , and I'd welcome comments on other tutorials, but I wanted to ask: does it work to work out the logical gears of an application before developing the graphic design? I would like to have somewhere between a Dirtylicious and Nature look, but my natural bent (no pun intended) is to get most the gears working and then defer most of the design work until after the gears. I expect they should not be completely separated, and there are cases where you apply the design and then realized that what the gears are doing only looked good on paper, but I wanted to do a sanity check on whether it makes to look up tutorials appropriate to a document library, a log/journal, forums, etc. and get them to work together first, and then skin it.
TIA,
It is recommended that you follow the MVC pattern, which strives for separation between layers.
http://developer.apple.com/library/ios/#documentation/general/conceptual/devpedia-cocoacore/MVC.html
Xcode helps you implementing that pattern.
I think you should try to put in "paper" everything you want to do, before doing any actual coding, check how many views you are gonna have, what you need, the flow between views, try to diagram everything, that will save you a lot of pain later. You don't have to be so specific about the GUI at this stage, you only need to know what kind of visuals you need in the views, (buttons, labels, etc...)
And yes, I think you're safe doing the Model first.

Streaming webcam to my webpage [closed]

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I am trying to build a webpage that shows the video of a webcam on live.
Right now, I have no webcam, so I'll have to buy one. I don't mind how much it costs, I just want it working with a good resolution (at least 720p).
I don't know which kind of camera I should buy and which programming language is better for that (if it's possible I would prefer not to use Flash).
Can you help me?
Sorry for my bad English, I'm trying to improve ;)
Alex
To show in a webpage, you can use IP-Camera. They cost a little more, but they can serve their images as independent network node. They also supports voice and live compression (H264 and MPEG4).
Best brand is Axis, but there are lots of options.
For Axis camera models, adding view to page would be as easy as add this item to your page:
<img src='http://192.168.1.20/axis-cgi/mjpg/video.cgi'>
It works for most browser, not IE. For IE, they have support as well here.

Where to start on interface development? [closed]

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I maintain an app for my business and am pretty much self-taught on code. I understand all of the structural code, and everything is perfectly usable. My problems is with the overall boringness of the looks. Everything is stock iOS from buttons to backgrounds to pinstripes on the list view. Does anyone have any guides or tutorials they used to take a stock iOS app's look to something like the Piictu app? (I'm not looking for something that impressive but in between that and stock iOS; and I'm open to a full app re-start.)
Almost all of controls can be customized with the view properties. and also there are lots of fully customized controls published with its source code.
With iOS5 there is a lot more scope now for customisation of UIKit elements. However, where this is not custom enough for your design then you would need to write your own controls rather than only using Apple'. There are a few good ADC videos on this.

Game with no levels possible? [closed]

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Does a game need to have levels? Does having no levels put people off?
I am working on a game where levels shouldn't be necessary, just the resources you have should put (reasonable) constraints.
I used to play simcity and it purported to be open ended. However it has some arbitrary conditions forcing you to acquire some things before others (in effect linearizing and adding levels to the game).
Actually I allways prefered non liner games.
Most RTS games suffer from this illness ( you build up a nice base and than the stage is over and you start from scratch again ).
Startegy and simulation games usually have a less direct level system, like you mentioned.
While some form of advancment is needed to keep players interested, it does not have to be liner.
Depending on the type of game you are developing, I think the more flexibility of individual playstyle the better.
No.
I look forward to your game. :)