Best way to handle graphics on iPhone game - iphone

I will be writing a game and a friend will be doing all the graphics.
What is the best way to handle the graphics in the game?
We dont want to draw things, we will have all the images done before the time.
Which is the best way to have these images displayed?
I have read and looked at tutorials on opengl es and see that they are all teaching how to draw things from scratch almost.
Which direction can you point me in if I would have all my images and graphics pre-drawn?
Is it a bad approach to have like a cartoon animation style, where all the images are drawn and then displayed appropriately during game play?
These will still need to be done fast and multiple times.
Thanks in advance
Regards

It really depends on the amount of graphics and frame-per-second you want. If you are looking at OpenGL, I highly recommend you take a look at what cocos2d can do...
If response time is not a concern (e.g. board games), Core Animation is great for its simplicity.

The thing is I dont know what is the amount of graphics considered OpenGL ES acceptable.
Is there a reference or an explanation on this topic?
Surely I dont need to do custom graphics if I have all the art work done before hand?

Related

Applicable iPhone graphics library

I've tried reading up on Core Animation, Quartz, OpenGL, and cocos2d. While I think I have a feeling what they're all meant for, I still can't decide what's appropriate for the project I'm undertaking. The requirements are straight forward, I need to be able to import a custom font and draw it. I need to draw lines and arcs.
I tried using OpenGL ES for this, but it was very hard to work in custom fonts. Between Quartz and Core Animation, I'm not sure what's applicable. The application will always be in 2D. Performance is important. I have a feeling Quartz might not be appropriate since you can use a finger swipe to move the screen to a different part of the content and it seems that redrawing that much content with Quartz is heavy on the GPU. Not sure though, this is all from reading.
The outlier is cocos, since it seems to fit into a couple different buckets. It seems closer to OpenGL, but without the insanity when it comes to loading in custom fonts. There didn't seem to be enough info to get a feel for whether it would fit for this project though.
I have pretty extensive experience with both Corona and Cocos2d. Corona is easy to use and great for a beginning programmer. There's a fairly large class of apps that you can write in Corona, but if you're looking for high performance, your best bet is Cocos2d. There's practically no 2D app you can think of that can't be written in Cocos2d. I recommend Steffan Itterheim's book if you're interested in learning it.
Best of luck!
Sounds like you need Ansca Mobile's Corona and x-pressive.com's Text Candy library:
Corona SDK
Text Candy

how to move images in openGL ES?

I have developed some how 5 iphone application, but now there is one game, and still I haven't any idea except word open GL ES, I read it a bit but I need some explanation and guidance for developing it.
The theme of game is like "there are many objects are moving from down to upside and i have to pick them and drag in boxes according to their color"
can anyone help me for showing proper way how to achieve, the study sources and other material,,
Thanks in Advance,,,
Not a direct answer but why don't you use an objective-c wrapper like cocos2d. That would speed up the things.
Not a real answer either, but are you sure you need OpenGL ES for that?
If your game is simple enough, you can use only custom UIViews. That would be much easier, especially to handle touch interactions.

iPhone - Drawing 2D with OpenGL ES, fast and simple

I'm going to make a game for the iPhone, and I'm mostly going to be using images. I've read that using Quartz only is slow for actual games with high frame rates, so I was wondering if you guys had any good ideas for using OpenGL for rendering a game scene?
I'm going to be using a lot of images, and I want to be able to freely rotate them.
I've looked at Apple's examples GLSprite and GLPaint, but I don't really see anything I could use.
All I want to do is be able to render images at specific positions, and want to be able to rotate them.
I'm a noob at OpenGL, but I know Quartz.
Take a look at cocos-2d. It uses OpenGL instead of Quartz and supports making the kind of game you seem to want to make:
http://code.google.com/p/cocos2d-iphone/

is Open GL a Overkill for a 2d Card Game?

I was just have an idea of creating a card game and I was just thinking whether to use OpenGl or CoreAnimation.Can you please tell me whether it would be a bit of a overkill to use OpenGL for s 2D card game.Thanks :)
It's hard to say without knowing more. You can get pretty far using CALayers, images or drawing with quartz for the cards though. It really depends on the level of visual effects you are considering. If it's just moving cards around, then I'd say use layers.
Might want to check out GeekGameBoard.
"A small framework for building board and card games, using Apple's Core Animation."
Given that Core Animation uses OpenGL for rendering, you probably won't notice much of a difference in performance or memory usage. I don't think that you would gain anything by using OpenGL. Plus, you would have to handle all the animations on your own, as opposed to the prebuilt "set it and forget it" technique in Core Animation.

Core Animation or OpenGL for simple iPhone game

I am writing a simple game that animates a ball image quickly across a background image.
Would Core Animation/Quartz be sufficient for this scenario?
I don't really want to learn OpenGL ES if it is not going to provide any substantial benefit in this one off project.
This is a commonly asked question. Other questions like this include:
"iPhone board game: OpenGL ES or CoreGraphics?"
"Are most games on the IPhone done with OpenGL ES?"
"Core Animation or OpenGL ES?"
"Does openGL ES have a better performance than Core Animation and UIKit when it comes to highly animated user interfaces?"
OpenGL ES I suppose isnt too hard.
But at the end of the day Core Animation is going to be fine, its super powerful and not to hard to work with. It will also get you up and running so quick that you will release you game "sucks" a bit and you want to change it and you didn't even have to learn OpenGL.
I highly recommend looking at cocos2d. A very simple game engine for 2d stuff.
http://cocos2d.org/
Have a look at that.
Cheers, John
OpenGL ES isn't that hard, there are lot of really good resources in the web and step by step tutorials. Can be hard at first, but once you get the grip of It things will be easy. 71 Squared has very detailed tutorials:
http://www.71squared.co.uk/iphone-tutorials/
About the question, Core Animation Is great for most apps, but in a videogame It's fundamental to draw your game efficiently and have as much control as possible.
Cocos2d Is great and I recommend It If you need to write a good game, but if you're doing It for educational purposes I recommend OpenGL, You will learn a lot with It and gain a lot of experience.
Just jump to something like Cocos2D so that the OpenGL is done for you. OpenGL ES is significantly faster and more adaptable than Quartz, plus it's not any harder. I even think Quartz is a big pain in the butt and difficult to figure out, although I came from an OpenGL background on desktop computers first, so naturally that jump is pretty small. The point is, though, that either with Quartz or with OpenGL ES you're going to need to spend a lot of time with resource management, etc., so you might as well go with Cocos2D.
yes, it will be fine, as long as you're not wanting to do hundreds of balls at once or something else complicated like that.
If your knowledge of Core Animation is good then i recommend you to skip learning OpenGL ES for now, since it won't really help you (if all you want is what you described of course). On the other hand, if you plan to make more games which have more involved graphics, it might be a better idea to start learning the API. OpenGL ES is a simple API and you can use the full graphics features of the iPhone with it.
If all you want to do is just make this game, then i say go with what you know and are productive.
I would say this very much depends on what you want to do with the ball. If you simply want to fire off an animation and forget about it Core Animation will probably be fine. However, if you are trying to interact with the ball, for example by changing the direction of the ball mid-flight based on user interaction, then you probably want to consider OpenGL ES. Of course, you're other option is to use neither Core Animation or OpenGL ES and simply redraw your view on a timer.
If you're a fairly competent C programmer I wouldn't be too put off the OpenGL ES stuff. Apple supply a lot of the framework for hosting OpenGL ES views in their templates. Although OpenGL can get fairly involved, if you're not trying to render huge multi-object 3D scenes then the basics are fairly straightforward and you should be able to get some nice results quite easily. Although it is for OpenGL rather than OpenGL ES, I would recommend this set of video demos as a good starting point:
www.videotutorialsrock.com