I'm not a programmer but my hobby is being a puzzle game developer, how do I make android games without coding?
GameMaker allows you to create games for mobile using graphic interface (Drag & drop).
Anyway, sooner or later it will be necessary to write some scripts to have full control of your app, sorry to say that but you can't totally escape from it.
Related
I've got a WebGL application built with JavaScript and ThreeJS. I was able to enable WebVR somewhat easily to create a immersive environment. I think my app is a better use case for mixed-reality/AR. Hololens seems to be the big player in that hardware space.
As I look at the development tools around Hololens its pretty much Unity and C#. Both great tools but as I start developing in this closed environment I kinda feel like I'm building a Silverlight application.
I've been trying to figure out if there is a trick I can accomplish to create a immersive experience with my WebGL app. I know that I can use Edge browser, however, thats a flat experience which is not any value to this use case.
I've found a few links:
is-it-possible-to-use-webgl-with-hololens-repost
can-i-make-a-universal-app-using-html-that-runs-on-hololens
augmented reality with awe.js
All these seem to either be 2d experiences or 'fake' AR using cameras and WebVR. Furthermore, I also looked into porting my WebGL app to Unity using Unity's JavaScript language features to find out that it is really a subset fork of actual JavaScript ( known as UnityScript ) making it way more effort than its worth.
Given all this, I'm wondering if its even possible to accomplish the feat and if anyone knows if this is something on the roadmap for microsoft?
There's this new tool from Microsoft called HoloJS. It's a framework for creating holographic apps using JavaScript and WebGL.
holographicjs is a C++ Windows Runtime Component for hosting Windows Holographic apps built with Javascript and WebGL.
Its interesting and a huge hack but might be a good first start for the community!
Note: Answer based on:
I do not know what Microsoft roadmap plans are or will be
The actual easy-way to develop for hololens is using VS and Unity3D (so, maybe there is a way of developing using WebGl but as you can see, is not the easy-direct and supported way).
My answer: Taking into account that is a new product with no direct competence, they will not move forward offering other platforms unless they are forced to. Meanwhile they are happy that you use C#, Visual Studio, .Net, Edge and Windows and Unity3d under Windows (hard to believe to me you can do this using Unity3d at MacOS or Linux). It's also normal that they offer a limited ecosystem at the moment, with the same excuse: it is new, so limited support due to stability and optimal concerns is available just in their more familiar context: Microsoft products.
But as soon as new device come in and start offering new things (support for programing languages, OS or web) you should be completely sure that they will evolve or die.
This isnt a Programming quest but i couldn't think of a better place to ask this question..
I recently started Developing Apps for iPhone using Objective C and Apple xcode environment.now i am quite comfortable with Objective c and iPhone SDK. But now my Company has decided to stop using XCode Environment to build apps but use Adobe Air(Flash Programming) to build apps instead and i have been asked to start Studying Flash Programming and using Adobe Air.. since i couldn't find much information regarding developers or apps build with Adobe Air anywhere i had few questions in mind which i thought someone might be able to answer here
Yes Flash will have the best animations i guess but isnt iPhone's Core Animation Framework ,use of Open GL or use of Game Engine's like Cocos2d available for iPhone good enouf if compared with Adobe Flash??
The Utility Apps can be better build with Apple's own Development Environment even if entertainment apps that dont require much development task might be a bit easy with Flash
Apple Development Environment Xcode and iPhone Sdk must have tons of better api's and features then adobe air could offer??
I have no idea how actually Flash Programming is done.. so after getting comfortable with Objective C is it really worthwhile to just let it go and start studying Flash??
IT would be really great if someone can help me with which will be the right process to develop apps for iPhone Objective C or Adobe Flash ??
The advantage of flash, as sosborn said, is that you will be able to easily port the project to Android, iPhone, and other platforms. You guessed correctly when you said that apple's environment will be able to function with less issues. By going from flash to iphone, you may have some conversion issues to fix.
If the company wants to develop for multiple platforms, then that change is totally valid and smart. If the only reason is ease of development from a graphics standpoint, ask them to look into cocos2d. If they really must use flash graphics, they can be pretty easily set up for use with coco.
I have developed an app for the Android and it's working well, finally, and thanks to all the help from StackOverflow!!
Now I am being asked to make it work on the iPhone. I looked at iPhone a while ago but not recently.
What does everyone think? Should I take the time to learn Objective C and iPhone and port the app or forget it?
Are there any books that cross-reference functions so that you can look up how to do something in iPhone that you already have on Android?
From my experience in school, if you have already been able to create a working smartphone app in at least one mobile OS such as android, it wont take long before you can understand objective C and cocoa framework stuff. The only problem with that is you may probably need an apple developer license to use XCode.
So, I would say go for it since you also get paid, and also here is a link to iphone development guide for android developers : http://integratingstuff.com/2011/02/27/starting-iphone-development-as-an-android-developer/
Probably, it's better to get a partner who develop to iOS than doing it yourself.
Focus on a platform and let your products run to all users.
Unless you are using a framework that supports both iOS and Android (something like the Corona SDK) you won't have much actual code that will transfer over. Ideas, algorithms, logic, graphics, designs, etc will all transfer over just fine. Those are the hardest parts (IMO) of software dev.
Objective C (the language iOS apps are written in) is not that hard of a language to learn if you already know C-based languages (like Java). There are a few concepts that are different, but for the most part, it's not that bad. The biggest challenge for developing on iOS is buying a Mac. You can program for Android on Windows or Linux boxes, but iOS apps can only be developed on an Apple. Unless there is something that has happened in the Hacintosh arena that allows for iOS development on other platforms, you're stuck buying new hardware. BUT if you already have a Mac, download XCode and go to town!
Like Haphazard said, if there is enough money in it to make it worth your time, do it.
If you are getting paid, go for it! (Also, it could be a great learning experience.)
When I had to make the same decision, I considered the following criteria:
how much money is in the app on the other platform ?
how many times will this happen in the future, or is this going to be the only app? (how big is the benefit of learning the other platform for the future)
how much insider know-how is in the app that one is willing to reveal to another programmer porting this app (in my case I do mostly device handling apps, which is not really all that common)
what is the opportunity cost of spending time on porting an app instead of developing another profitable on the initial platform
If you have any possibility, you may look into similar apps and see how they are doing on the two platforms...
Good luck, whatever you are going to do...
I just learned about this and have not tested it yet, but one thing that you could do depending on the app you have you could take a look at PhoneGap. It looks pretty promising, though it may not work for your case with your initial application already made. But in the future this could help.
Unfortunately you will either have to re-write the app from scratch for iOS, or hand over the job to an experienced iOS developer. You can fairly easily port over the logic and computations in your app from Java to Objective C, but the user interface is the area where you cannot really re-use anything (except maybe icons), and the user interface tends to be a large portion of most apps.
As an Android developer who has ported several of my apps to iOS, I can say that this transition is a hard one. Firstly, you need to buy an iPhone and a Mac (if you don't already have these), since you cannot develop apps for iOS without the Apple hardware. Secondly, you need to learn how to use XCode and Objective C or Swift. And thirdly, since XCode ONLY allows creating the user interface graphically (as opposed to Android which lets you hand-edit the XML), there are many hidden things which can cause you to come unstuck. (UPDATE: Using the new SwiftUI approach to user interface design really helps with this last point, and in my opinion makes the transition from Android to iOS easier).
Finally the Apple and XCode environments seem rather alien to someone who is used to Windows and Android Studio. There are things like the Home and End keys having completely different behaviors to Windows which is frustrating. Also you have to use a combination of key shortcuts and mouse movements to hook up user interface elements to your code. Also, there are big annoyances such as the pop-up keyboard on iOS not pushing the content out of the way automatically like it does with Android. This is probably because Android is an OS designed for multiple screen sizes, whereas iOS is design for a limited number of screen configurations, but it makes iOS feel inferior and harder to work with from a developers point of view. (UPDATE: Using a ScrollView in SwiftUI solves the keyboard obscuring problem).
I am interested in writing games for the iPhone and the Web. Ideally, there would be one language that I could write my games in and it would work on both platforms. I know this is not the case, so what is the best way to leverage code between iPhone apps (Objective-C/C++) and Flash SWFs (ActionScript)?
This maybe of some help
It uses the NME library which will allows code to mostly be written to the Flash 9 API and create the C++ for XCode to compile and run on the iPhone and Touch. This creates a path to port Flash games to iPhone/Touch.
Unfortunately, Flash and Objective-C are very, very different - and it's unlikely that a Flash player will be available for the iPhone in the near future. The native input methods used in Flash games - the keyboard and mouse - don't lend themselves well to the iPhone. While Apple could make Flash run on the iPhone, most Flash games would be totally unplayable (or feel very unnatural. They'd have to overlay a keyboard probably?). With the success of the App Store and native iPhone games, I think it's very unlikely you'll see Flash support anytime soon.
You might want to consider using a game development tool like Unity instead of Flash in the future. Unity allows you to create both 2D and 3D games, and you can program them in various .NET scripting languages. Once you've created the game, you can cross-compile it for web (their own plugin, not Flash), iPhone, or the desktop.
I know that doesn't help much since you have an existing codebase, but it might be something to consider for the future!
My company is developing a toolchain that allows compiling ActionScript3 to native code for mobile devices.
It now supports Windows Mobile and Symbian, and iPhone supported will be released in a couple of weeks.
Check it out at: http://developer.openplug.com/
BR
Guilhem
Adobe Alchemy looks promising. It is not released yet, but from their website:
Alchemy is a research project that allows users to compile C and C++ code that is targeted to run on the open source ActionScript Virtual Machine (AVM2).
This would allow iPhone apps and Web apps to share non OS-dependent C/C++ code, which is a very exciting prospect.
One option would be building everything in unity. The engine facilitates building the same game project to any of the following platforms:
Webplayer
OS X
Windows
iPhone
Wii
Actually, the iPhone supports Flash technically (see Developer creates Flash for iPhone and Flash Installer Update #2). It is just Apple's crippleware restrictions that prevent installation.
Other than that, there's really not much you can do. Flash/ActionScript and Objective-C are radically different. You can have a central server store data, but that doesn't solve the duplicated logic.
If you're already willing to use ActionScript you could go all the way over to the dark side and switch to Javascript. That's the only common language supported by your clients (web and iPhone).
How comfortable you are with either development environment certainly plays a role here. If you are a die-hard Objective C and a super star Actionscript programmer then doing both shouldn't be much of a problem. It will be lots of work of course, but not a problem.
However, if you are neither or only skilled at Actionscript then I suggest you focus on Flash/Actionscript for the time being. Eventually Flash will be available on the iPhone anyway. When that happens you can already have a number of apps ready to be quickly ported to iPhone. Also keep in mind. There are more portable devices out there than just iPhone. Getting your apps running on other devices might be worth it in the mean time.
Just keep in mind when you're developing your apps now that at one point you also want to run these apps on the iPhone. So make 'm in such a way that they can be controlled with an iPhone as well.
Updating this old QA with new information. The recently released monkey development framework deploys to both iOS and Flash: http://www.monkeycoder.co.nz/
It's so new that I wouldn't necessarily recommend it, but it has a great pedigree: the creator made Blitz3D and BlitzMax before, and those were great game development tools.
That said, I would strongly recommend a combo like Corona for iOS and Flash for web, so that you're using optimal tools for each platform.
Im very new to game development on the iPhone... And I have a question:
If I was to unity, how would that work... Would I use objective-c in unity? or is all of it like just click it, and add properties, no code (that may be a stupid question, but im just wondering)
And once your done with the unity app, does it automaticly complile an xcode file for you?
Im just wondering... Thanks
Unity provides it's own visual design environment, and scripting language support. The scripting is done with C#, Javascript, and Boo for all the platforms they support. You can test your apps on the iPhone.
You can download the trial on their website.
I have used Unity and worked with some of their people, here is what I can offer:
Unity is a visual editor and as mentioned by ManiacDev you can use C#, Javascript, and Boo.
You can do a lot without coding a line and it outputs a file for you to compile in xcode. That's pretty sweet. It is very much WYSIWYG - but for some that leaves a lot to be desired.
Examining this further:
If you did want to use your own Objective C classes and code and bring them into Unity this would require purchasing their Pro version. Personally - I wouldn't go the basic license for this one reason alone. If I want to use my own server or anything else I have already coded in other projects of course I would want to take advantage of the work I have already created and not rewrite more code in C# - for the iPhone this makes no sense at all considering the uniqueness of the device and the other possibilities that could be imagined when having full access to the SDK.
The other thing you might want to think about is that their logo will appear with the basic version - if you don't care and you want to use their tools - the basic version is a great entry point. I personally do not mind their logo at all but again not having the full SDK at my disposal is not a place I would like to be locked in when you want to see your full creative potential.
Hope this helps,
Matthew