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#ActualAnimate2D

Posted 16 October 2012 - 10:06 PM

Actually I think WiEngine has 40,000 lines of examples. I think there are 20,000 lines of java and 20,000 lines of C++ examples not including .h files. If you are learning I think that is the one to go with.

I started digging into this stuff myself this summer and made it to the finish line without exhausting my savings in between gigs. I started a few games at first and decided to scrap the idea for a bigger idea. So my whole summer has not been devoted to my recently published app. I learn though that going from prototype to published product is almost that factor of three the author of Mythical Man Month describes. For me it was a factor of two.

For the bigger idea, I needed a tool that would create smooth animation loops without flipping through textures. So I figured cutout style animation was the way to go. You are not going to get smooth animation at 60 fps flipping through PNG textures because you'll run out of space on the device way before you have enough content for a reasonably sized game. So in one sense my program is a stepping stone to get me to another point which is to develop the kind of game I want to create on a mobile platform. A more adventure and exploration oriented game with puzzle levels so to speak.

Now originally I wrote the app in C++ on iOS. The reason Xcode is for the most part a great C++ IDE and getting comfortable with C++ again I wanted the incremental realtime checks that Xcode offers without the hassle.

But when it comes to getting the app published, with apple you will wait 1 and 1/2 to 2 weeks for them to maybe reject your app which happened to my Lite version but the paid version they provided no crash log and said none was produced (hummmm?????). But it was rejected too based on the icon and app store artwork not suitable in their minds for 4+.

Jack be nimble Jack be quick, Jack port that code to Android quick.... I suspected I would be able to port to android faster than it would take to have apple to look at the build again. Thus in less than a week the application is ported to Android and published on google play.

If it weren't for the custom file IO I was doing which was outside the box of what the WiEngine framework offered, this could have been completed even faster.
But still this is an accomplishment none the less.

In general for game development, you want to stay as close to the metal as reasonably possible because you never know when you will need to go deep to get that effect you're looking for. But not all games require this. It's my personal preference.

#1Animate2D

Posted 16 October 2012 - 10:03 PM

Actually I think WiEngine has 40,000 lines of examples. I think there are 20,000 lines of java and 20,000 lines of C++ examples not including .h files. If you are learning I think that is the one to go with.

I started digging into this stuff myself this summer and made it to the finish line without exhausting my savings in between gigs. I started a few games at first and decided to scrap the idea for a bigger idea. So my whole summer has not been devoted to my recently published app. I learn though that going from prototype to published product is almost that factor of three the author of Mythical Man Month describes. For me it was a factor of two.

For the bigger idea, I needed a tool that would create smooth animation loops without flipping through textures. So I figured cutout style animation was the way to go. You are not going to get smooth animation at 60 fps flipping through PNG textures because you'll run out of space on the device way before you have enough content for a reasonably sized game. So in one sense my program is a stepping stone to get me to another point which is to develop the kind of game I want to create on a mobile platform. A more adventure and exploration oriented game with puzzle levels so to speak.

Now originally I wrote the app in C++ on iOS. The reason Xcode is for the most part a great C++ IDE and getting comfortable with C++ again I wanted the incremental realtime checks that Xcode offers without the hassle.

But when it comes to getting the app published, with apple you will wait 1 and 1/2 to 2 weeks for them to maybe reject your app which happened to my Lite version but the paid version they provided one logs saying no crash log was produced (hummmm?????) but it was rejected too based on the icon and app store artwork not suitable in their minds for 4+ which.

Jack be nimble Jack be quick, Jack port that code to Android quick.... I suspected I would be able to port to android faster than it would take to have apple to look at the build again. Thus in less than a week the application is ported to Android and published on google play.

If it weren't for the custom file IO I was doing which was outside the box of what the WiEngine framework offered, this could have been completed even faster.
But still this is an accomplishment none the less.

In general for game development, you want to stay as close to the metal as reasonably possible because you never know when you will need to go deep to get that effect you're looking for. But not all games require this. It's my personal preference.

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