I want to write an Android chess game with Stockfish engine. When I extract the folder that I downloaded I get two files named stockfish-8-arm-v8a and stockfish-armeabi-v7a but I have no clue how to use them. Any ideas?
Oh and i want to write my game using Unity.
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I am trying to create an AR animation in unity. I am going to use DSLR camara. I searched to create a desktop application for this. but could not found any solution. I have created a sample project and build a desktop application. but its not working. I think i am missing something. I could not found how to make this possible. i am not creating an application to run on android or ios. any solution for this??
Is it possible in Unity to upload and download files while in a game? I want to make a minecraft-style building game and allow the user to import and use their own models (.obj files, etc), while in the game. I've been using Playfab for a backend and Photon for online cabilities, but as far as I can tell it will only work with image files (in Playfab). Is there a way to accomplish this and what would I need to use?
Yes, the way to go is to use Asset Bundles
Asset Bundles are platform specific assets that you create in Unity, but that you don't put in your build. Instead you can download them later, just as you want.
The process is a bit long, but not that difficult. The unity manual is actually really good and it should be easy to follow. Here is the link:
Asset Bundles documentation
Is it possible to import a game maker game into game maker studio? Because I want to edit the older verison of the game, that i have saved as an application?!
example: if I have a game that I created an application so I could share it with friends, how do I do it. the current game that I want to import has the file type .exe ive been changing it to .gmx , .gmz , .gmd . and then a weird error message shows up then when im going to edit my game theirs nothing?! please HELP
Unless you have the actual project file (which would have an extension like, for example, .gmx, .gmz, .gm7, .gm8, .gm81, etc.) you cannot do this. The .exe file extension is for applications, which means that GameMaker already compiled it into a an application.
There used to be an old program called Gamemaker Decompiler.
As far as I know, it can be found here: http://gamemakerblog.com/2011/06/14/gamemaker-8-1-decompiler-released/
It should be able to decompile anything that is not encrypted by GM:S and should give you a .gmx, .gmz, .gm7, .gm8 or .gm81 project which you should be able to import directly into GameMaker: Studio.
Even if its only a exe from a older game maker version you can export it to game maker studio.
if it is a exe you need first to decompile it using the decompiling tool for older version of game maker.
Here you can found it
I was able to recover all my old working versions and transform then to game maker studio
So now you just need to open Game Maker Studio and in the Import TAG you this form will show you all the options to importing your games.
I'm wondering what options do I have to merge a 2D game into WinRT app that's already developed. I've developed couple of games in Unity3D but not sure if they can be played as a part of WinRT app (launch on button click).
I've heard Microsoft provide XNA framework for game development. Would that be of any help in my case? The requirement is to launch game on button click and get back to app on back button click.
Please let me know if there's better approach/tool available.
Firstly you say you want to merge a game with a WinRT app - Do you mean you want to put a game inside another application, so perhaps have an app as a launch pad for you game? If you want to target WinRT with Unity I just looked at the platforms that Unity targets and Universal Windows Platform is listed there. You could write the application part in Unity couldn't you ? So that the app is just the first scene that you see. That might seem strange, but if you had to use unity and the app was just a small application with not too many requirements you could do it that way.
Xna has been discontinued. You should use other frameworks.
If you want to write it from scratch I would suggest that you write it as WinRT application (Universal Windows Platform) so that you can define the application UI in Xaml and write the game with a dedicated graphics/game api such as SharpDX http://sharpdx.org/ (which is a wrapper around DirectX) or perhaps even better, take a look at Win2D http://microsoft.github.io/Win2D/html/Introduction.htm which is a very impressive 2d graphics api.
In practice, both SharpDX and Win2D would target one of the Xaml controls that give you access to a swap-chain (eg SwapChainPanel, SwapChainBackgroundPanel, CanvasControl etc). These Xaml controls are integrated into the Xaml UI and can simply pop up when you need them and viola, your game is running.
Since it was a 2D game that I wanted to integrate with my WinRT app, I decided to go with Scirra Contstruct 2, designed specifically for 2D games. It exported the project as website which I hosted on my server and used a WebView within my app to load the game. Not only the performance is good, but, as a bi-product, it made the game cross platform.
I have an iPhone and am getting the Droid and was wondering if blender games can run on either of them. I have already made a game and want to be able to use it on my phone.
****UPDATE****
I was wrong, just recently android support has been added but it's brand spanking new so just know that android support would be considered beta quality if that, perhaps even alpha.
I can't believe no one has given this answer:
http://code.google.com/p/gamekit/
Supports the logic bricks/python scripts etc so basically you can just load up your packaged blend file and you're good to go.
there is actually a book on how to integrate blender into a iphone game development workflow. it uses sio2 for the game engine on the iphone. it might be worth to give it a shot.