Creating a game with multiple screens? - iphone

Just scouting for ideas here, but what would be a good way to implemenent mulitple screens in a game. I am thinking of a 2d game where when the player hits the edge of one screen it scroll to the next room.
Thanks all,
Martin

First, screen is a pretty bad term to use in your context "what would be a good way to implement multiple screens in a game". You should stick with using the term rooms. The first time I read that I thought you were talking about developing a split-screen multi-player component.
The answer is simply that it's really up to how you want to approach this. Since we're brainstorming: You could read and parse an external data file detailing how each room is set up; You could create each room in code; You could even randomly generate each room. Just make sure you keep track of what room the player is in and the rooms surrounding said room and you will do just fine.
Lastly, in my opinion, I find an object oriented approach works best for game development like this in order to keep your code organized and clean.
Good luck!

Related

Instantiating Objects at Different Intervals Unity

I am trying to make a 3D jumping game where my character is standing still and the objects and background are moving towards him to make it seem like he is running. I have a bunch of models for buildings that I am instantiating using an empty game object that I use as a spawner. I want the buildings to spawn one after each other, so whenever one building has moved far enough and left enough space the next one should spawn. I first tried to do this with InvokeRepeating, but the buildings are different widths so it does not work well with a constant repeat rate. I then tried to put a collider on my spawner and spawn a building whenever the spawner collider is not colliding with anything, but it seems to just spawn buildings infinitely. Is there a way to fix this or a better way to do this?
There are many different ways of doing this.
The most straightforward is possibly to let each building spawn the next one, as I assume they each know how wide they are and thus when it's time for the next.
Well , first things first your problem is looking more like a design problem. I would recommend searching things like "procedural world building" , also object pooling. There is lots of examples of runner games that do what you describe.
You can check the palyer position to instantiate , you can create parts of the road as prefabs , make lots and lots of prefabs and instantiate them as you go etc. The question you asked is simply too wide to give an actual answer. So if you have any more spesific questions , it'll be nice to answer !

VR: How to form hands around object they are holding in Unreal?

I'm working on a VR project in Unreal and I'd like my player hands to form to certain objects whenever the user grabs them. (I.e. the way our hands work) Unfortunately, I haven't really found any examples online of others doing this.
For example, I'd like when the user picks up say a hand held tool like a hammer that the hand would wrap around the handle. When the user grabs a basketball the hand shouldn't be closed but, expanded like a you would if you were to palm a basketball in real life.
I haven't done a lot of testing with this but, I'm pretty sure since the hands are based off of a Animation Blueprint that they simply ignore collisions and follow the animation.
I guess the simplest solution would probably be based off of collision where the hand plays an animation and as the fingers of the hand wrap around the object they stop at that position where they collide with the object in question. If it is even possible that is.

Multiple Tilemap Maps Loaded Dynamically

Feel free to close this question if it is deemed too subjective. I realize that it might very well be, as it may focus heavily on best practices, which, if not an industry standard, may be subjective.
The Problem & Idea:
I'm using the tilemap system in unity (2D), and its been working great, but I have a few concerns regarding my particular usage. What I'd like to have is multiple "battle maps" that will get instantiated when the battle scene is switched to. My current idea is to just make each type of battle map a prefab (prefab on the grid, since the tilemaps are just layers), and then instantiate the grid when the scene loads in.
Is this best practice or is there any better way? Does having 10 maps vs 200 maps make a difference?
Other Things I've Considered:
Would it be a better idea to make one huge tilemap with all of the battle maps drawn a distance away from each other and just restrict the camera to moving only within the "current" battle map? The absolute max size I could see a map being is, let's say 30x20 tops, probably closer to half that though.
An earlier idea was to use small pixel map images to render the maps in. This was before I found out about Unity's tilemap system, which, admittedly, I'd rather use because it is so much simpler to visualize, and less work to develop.
The Scenario:
For simplicity's sake, let us assume the game has 2 scenes, the main menu, and a battle scene. Basically, the idea is to enter the battle scene and have a random battle map to be spawned out of what's available. The character(s) get placed, and any additionals also get placed, say, items, or what have you.
Is what I proposed above best practice? And should I consider any other other two systems I've also described? Or is there something I'm not thinking of that would be even better?
I don't believe that any of the above ways wouldn't work, I'm just curious if any of them is the best way to go about doing this.
Your consideration to have all of your battle maps drawn on a single tilemap and restricting the camera to only the region of the current map is an instant red-flag.
In my experience with unity, if I want to have a large level drawn on a grid I will have to break it up into chunks (each chunk is a separate tilemap) for performance reasons in the editor and in the game, so I would not recommend doing that.
If your goal is fast load times, then instancing a prefab as you suggested is not a terrible idea as long as the respective tilemap is fairly small (less than 10000 tiles), otherwise you would almost difinitely notice the map getting loaded in. If you are trying to load large tilemaps seemlessly, it may help to load the tilemap asynchronously before the actual switch occurs.
I would keep only the current map and next map loaded in the scene to ensure a seamless transition and optimal resource usage. Unity's tilemaps are not light.

Direction building an iphone card game

I have some exposure building iphone apps but have never tried to build a game before. I am trying to build a card game (not like poker, blackjack etc.) more like quick cards where player will be presented with one card at a time. Player selects an option on the card and that card is put back in stack and is replaced by a new card.
I need some direction going about it and I have some questions:
Is there an example out there? I looked into GeekGameBoard but that is more like the 52 cards game play. For my game, the card occupies the whole screen and is replaced by a new one from the stack.
Can I use Gamesalad or Cocos2d to build something like this faster? Since I would have to have some animation and game logic, I am wondering if this will help me do some common stuff faster.
What is the best practice for data interaction for card based games in general? Use CoreData or plists as the game is played?
Don't know, if you really need an example, maybe you should think back on what you need, write down algorithms and data structures, etc...
It really depends on what you have in mind... CoreAnimation can get you quite far for that kind of game, but if you want something really rich (think complex animations, music + sound, particles for special effects, things like that), you'd be better off using Cocos2d.
I would think CoreData is overkill for that kind of stuff. If you're really familiar with it, maybe. I'd probably create some classes to handle that, think Model in a MVC pattern.

what element i need to use to build game like this

i am building a game which is similar to the Plain Jane Flash Game for the iPad. I have decided to use cocos2d for the same, while exploring the cocos2d there are lots of option i am having. i am confuse in which elements/controls would be best for this type of game Please guide me or share any link/tutorial on cocos2d which have similar user interface.
I mean shall i use CCMenu/CCmenuItem or there is another control which is more suitable...
shall i use Sprite or simple image would be sufficent as i do not need to move anything in it.
Thanks
Although your question was not very clear, I assume your referring to the functionality of dragging and dropping different clothing items onto the game avatars. A custom CCSprite object would be much more appropriate for doing that.
However, there is not an easy answer for what you are asking. Creating a game like "Plane Jane" will involve many problems that I'm sure have not crossed your mind. I recommend you complete a few Cocos2d-iPhone tutorials before you go any further. Once you do that, you will have a much better understanding of the functionality you will need to create your game.
Here is a nice tutorial for starters:
http://www.cocos2d-iphone.org/archives/582