Flutter - Basics for building a game - flutter

I am thinking of making a DOt and box game using flutter...Any help any blog to refer that how should I start?
2 players ( a player that completes the fourth side of a square box, color box and play again)
When all boxes colored -> game ends.

There are a few tutorials around this.
Have a look at the following
2d engine
Games already made
Multiplatformer game with tutorial
2d game with tutorial
Tick Tac To
There are alot of usefull tutorials, you can just google abit.

Related

How to implement 3D Minigame Like House Flipper Window Cleaning

I'm developing a game in Unity 3D. The basis of the game is that it takes place in a room, and clicking on different objects launches different 2D minigames. I want to implement a floor-sweeping minigame, where you click on a broom, and it brings up a picture of a floor with dirt on it, that you use your mouse to "clean", like how you clean a window in House Flipper.
I'm having difficulty figuring out how to implement this in 3D. In the research I've done, I found ways to implement this in 2D using sprite masks, but this doesn't appear to be a feature in the Unity 3D UI elements. How would this have been implemented in House Flipper? And what's the simplest way to approach doing this in Unity 3D?
Any help or pointers to subjects to do more research on would be greatly appreciated. Thanks.

What unity tools should I use to draw 2d sprites on the screen?

I am writing that in the likeness of a visual novel in unity. But not much oriented in its tools and assets. The idea is that I only need to draw certain sprats within the screen: characters, background, text, effects.
But only within the boundaries of the screen and it is desirable to control the position of these sprites should be in relative coordinates at the screen itself.
But what is better to use for this?
I assume that canvas suggests something similar (a UI display which should not go beyond the boundaries), but even if how exactly to draw? put panel on top of each other with alpha channel for each "layer": background, character, text?
But how then to move sprites?
You could use the ganvas ui of Unity to put your backgrounds, Text and decision Buttons on the screen.
Then you should create a Dialogue Parser Script wich takes a text file, which will hold the actual text of what is happening and then present that text to the player.
The file should contain information of the character, what each character should say, and what choices to give the player.
Then you need a script that will actually show the game dialogue.
But I think there are plenty usefull tutorials on youtube and so on to create a simple 2D visual novel game.
If you never did a 2D Game in Unity before you could take a look at the 2D Game Tutorials:
https://learn.unity.com/project/creator-kit-rpg?language=en
This tutorial teaches you this 2d game creation fundamentals and only take one hour.
If you want to create a visual novel game without programming you could use this free Visual Novel Toolkit from the Unity Asset store:
https://assetstore.unity.com/packages/templates/visual-novel-toolkit-free-9416

More than one sprite in Spritekit

I have a few related questions that I have been wondering about:
Can you have more than one sprite in Sprite kit, so you can have multiple characters in your game where the user purchases them?
Is there any tutorial online that shows how you can have more than one sprite in Sprite kit (if you can)?
Can the user buy the sprites with game points, and is there any tutorial for that?
Of course you can have more than one sprite in your scene. you can start with this raywenderlich tutorial.
you can design an algorithm to add sprites to your scene, when the user reach to the exact point. There is another raywenderlich tutorial, which built a game like farmville, with selling option.

implementing Game Center into cocos2d 2.1 project

I'm playing with Game Center and cocos2d because I want to find out how to implement Game Center into game. All I want is just displaying Leaderboards and Achievements. I have followed this tutorial Integrate Gamecenter in cocos2d game and my Achievements works good, Game Center recognise me at the beginning and LeaderBoard cannot display my scores (I've read it take very long time, but I'm waiting like over 1 day and still nothing).
Today I upgraded my cocos2d from 1.0 to 2.1 beta because I want to support iphone 5 and I saw that Helloworld example is integrated with Game Center!
Can anyone show some sample project or tutorial how to implement Leaderboards and Achievements and recognising current player with Game Center without GKHelper, just clean Game Kit? I don't want to use GKHelper because there are to many functions and I dont need it and to be honest I don't really understand it as well.
thank you in advance :)
Cocos2d has no Game Center integration. It does nothing else but open the leaderboard and achievement views. The cocos2d template doesn't even log in the local player. This minimum Game Center example only exists to show how the view should be attached in a cocos2d app. That's the only area where Game Center and cocos2d meet paths, every other aspect about Game Center is universal, ie it applies to any app, with or without cocos2d.
For a reasonably complete Game Center integration, I wager you'll have to understand and use at least 50% of the GKHelper functions, most if you want multiplayer. And to understand those methods I recommend reading the Game Center Programming Guide.

Would a game with a man walking on a planet be a tile based game?

Say there was a game, where you stay on a single screen (unless you pass the level), and you are a man walking around in space.
It seems like a tile based game to me, the only catch is that when you move, it has some physics at play, meaning the more you press up, the faster you move and the longer it takes to slow down.
And you also keep moving even if you stop pressing the arrow keys as you have gained momentum.
thoughts?
how would I handle the movement of the man based on momentum etc?
If you decide to use Cocos2d, start with this
Learn iPhone and iPad cocos2d Game Development
It has an example in the chapter "Your First Game" which covers Velocity calculations and controlling a players movement using these calculations.
Also as bbum mentioned
Ray Wenderlich has some great tutorials and is really educating developers on some interesting topics.
He also has co-authored a book which is available for pre-order.
Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk
Sure; it could easily be a tile based game and there are multiple examples of exactly that. Heck; Super Mario is a tile based game -- the level and backgrounds are all tile based layouts -- with the characters -- also tiles -- moving based on a very simple physics model.
Cocos2d is a tile based game engine that also has support for several physics engines.
Ray Wenderlich has written an excellent series of tutorials on uses of cocos2d. Here is one that includes physics to model a bouncing ball.
Either you have a game like lunar lander, where the position of the man is based on physics, or you have a tile based game. You cannot have both at the same time.