Im building an iPhone game and would like to implement a fairly simple leaderboard using OpenFeint.
However, I don't really want the full-blown OpenFeint app to reside within my game, rather, I would like to simply use OpenFeint as a datastore and ranking calculator.
Ideally, I'd simply like to display the scores much like Canabalt has done so.
Is it possible to use OpenFeint without all the OpenFeint UI?
Cheers,
Byron
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i'm a new developer working on a game project using Cocos2D, I need help in integrating HighScore in my game, is there a good framework for this? or should i do it from scratch using TableView? i tried to find something related to this using google but all the topics were from 2009/10.
Please help!
If you don't want to reinvent the wheel and cross-platform is not a concern, you can add a simple GameCenter leaderboard first (Apple provides a standard leaderboard view which your apps can use, you have to create the leaderboard on iTunes connect before implementing it).
Later, when you have the default version running, you can customize it to make it look like your game. You can read more about all this in the Game Center Programming Guide.
If on the other hand you want to avoid using Apple provided classes, see this thread on the Unity forums where some alternatives are mentioned.
I have recently done high score implementation in Cocos2D game and i did something like following. Hope this helps.
(I have stored only top 5 high scores.)
Created HighScore.plist file with empty array (HighScoreArray) inside that.
In AppDelegate.m Copy HighScore.plist if its not in User Documents Directory.
When game is over you need to calculate and update HighScore.plist.
First of all check if current Score is not 0 (Zero).
Check if HighScore Array contains 5 scores.
YES then insert current score. Sort array and remove last object update plist.
NO then insert current score. Sort array and update plist file.
We are looking to create a crossword puzzle game and I'd like to see how we can help our client reduce development time by using an iOS SDK. We are looking for the game interaction (loading words, dragging letters to board, word validation, etc)
Look into Cocoas2D or there is Unity3D to assist you in creating games for iOS.
I believe you are looking for a 'Library' if what I understand is that you want an automated way of creating crossword puzzles. Unfortunately I do not believe there is any that would fit your needs.
If you are like me, create your own paper crossword puzzles and then make them on iOS.
A great book to get on how to make games for iOS would be 'Learning iOS Game Programming" by Michael Daley.
I bet with the resources on that book and good logical planning you will have your game made in no time.
I am developing a cocos2d app.
It's almost completed but now I want to record the activities of my app as a video file, including sound produced by the app.
How can I implement this?
Anybody can help me.
Please suggest a way to implement this.
Thanks in advance.
The question isn't new, but since it isn't answered I thought I'd pitch in:
We provide an SDK called "Everyplay" that allows you to do exactly what you're looking for. It's free to use, and is lightweight.
We provide out-of-the-box integrations for Unity3D, cocos2d (1.x, 2.x), cocos2d-x, and you can of course integrate to a custom OpenGL-based game engine.
The documentation is available at https://developers.everyplay.com/doc
The documentation contains an example app key to use when developing, but you can of course sign up for your own client key at https://developers.everyplay.com/
There are many options - and the fact that your app is cocos2d doesn't matter much.
iSimulate works well. You can actually play the app on your device and record the gameplay as well as the touch events. This is important if you want to show user interaction in your app. You run the app in the simulator but you control it from your device.
If you just want to record the app interaction without caring about showing users the touch events, you can use Screenflow or Jing or some other recording software. I used to use Jing (free) but Screenflow works better for me and it also lets you create more advanced video like a trailer with effects. edit You should be able to capture touch events through the simulator with Screenflow too. You can choose to show them or not. And can use different indicators for those events.
Search on google for mac or iphone recording software. There are many options. I had the best experience with Screenflow because I wanted to make a trailer and gameplay video.
I'm developing similar application which allow user record the activity within cocos2d-x activity.
I'm using screen capture method and then combine it using FFMPEG. The performance wasn't too good thought but is the easiest way to achieve.
I'm currently working on an iOS card game. It's like bridge but, different is some rules. Anyway, I'm currently thinking of the multiplayer aspect of this game. I can't use the iOS 5 turn-based feature as it's async, which is useless in my case. So, the question is, can this type of multiplayer games be implemented on using GameCenter API ? Or i will have to come up with my own server.
Thanks a lot
You may start with Ray Wenderlich's great tutorials.
Clearly YES. You can use Game Center for that. Turn Based Games on Game Center based on synchronous mentality. Look at here http://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/GameKit_Guide/ImplementingaTurn-BasedMatch/ImplementingaTurn-BasedMatch.html
Have looked so long for a library specialized in dealing with iPhone Accelerometer but couldn't find anything.
I have made some few sample apps, but none reaches a level of accuracy as in Labyrinth games for example, so any idea about a library for that? Or maybe an open source app?
Would be better if it's integrated in a Physics library
UPDATE: I didn't mention it, but i don't want to use game engines. Specially now, that their future is still unknown. ObjC libraries or tutorials would be better.
I highly recommend looking at tweejump. It's basically an open source version of games like Doodle Jump. It really helped me learn how to use the accelerometer to control an object on the screen.
Although you said you didn't want any game engines, this is powered by the Cocos2D library. However, Cocos2D is written in Objective-C, so there shouldn't be any issue getting anything powered by Cocos2D passed Apple.
Best of luck!
It seems that it may just be easier for you to use a game engine that works with iPhone if you are looking to make a game. Here are 2 engines that export to iPhone GameSalad or Unity 3D