games for phones
#1 Members - Reputation: 162
Posted 18 January 2013 - 08:19 PM
#3 Members - Reputation: 1529
Posted 18 January 2013 - 08:51 PM
Note in using windows 7 32bit.
I was going to write a lot about the difficulties of making games (or apps) on multiple phones, but since you mentioned that, you only have two options now:
- Windows phones.
- Android.
You can't work on iPhones from a Windows machine. Pick one of those two, and stick to that for at least a year before considering porting your game to another phone. Mobile porting is a pain in the ass.
#5 Members - Reputation: 1644
Posted 18 January 2013 - 11:15 PM
It's also worth noting that Windows 8 mobile devices DO NOT SUPPORT XNA. If you want to target multiple mobile platforms you can use HTML5 and Javascript, using cordova you can easily port these from device to device with around a dozen of lines of code each machine and they will launch / run as native apps. You do still need to own a Mac or at the least setup a VM and purchase OSX to build and deploy an iOS version.
Digivance Game Studios Founder:
Dan Mayor - Dan@Digivance.com
www.Digivance.com
#7 Staff - Reputation: 9020
Posted 19 January 2013 - 01:15 AM
You could try NME.
You can't work on iPhones from a Windows machine
It's not officially supported, but there are a number of options that allow you to develop for iOS from a Windows machine. You need a Mac for deploying but can access one through services such as MacInCloud.
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#9 Members - Reputation: 284
Posted 20 January 2013 - 12:26 AM
I use GIMP for my 2d images. It is like Photoshop but free. Once you get into 3d look up Blender, it too is free.
I compile on Windows 7 64. Using Java 64. I don't use an IDE. I use Notepad++ and a self made bat file for compiling, signing, and compressing of java applets mainly cause I cannot figure out how to compile and figure out how to run my apps using Eclipse or NetBeans.
Edited by 0Circle0, 20 January 2013 - 12:28 AM.
WARNING: I edit my posts constantly.
#10 Staff - Reputation: 9020
Posted 20 January 2013 - 12:46 AM
[...]
Are you sure you replied to the correct topic? Your post doesn't really address the question being discussed at all... ![]()
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#12 Members - Reputation: 162
Posted 20 January 2013 - 12:57 PM
coco2x it seems like another good solid program. Currently I'm using NetBeans refresh my skills.
I did HTML coding from back in 2001 and never really stayed with the times but HTML5 runs games? Or is this linked with java to create games. I look for tutorials and I see alot of java coding and the only real HTML I see are the basic headers to set up pages and very little code. If I can remember correct you could do this back in the day. Kinda a weird question but what is the major difference?
#13 Members - Reputation: 156
Posted 23 January 2013 - 06:20 AM
coco2x it seems like another good solid program. Currently I'm using NetBeans refresh my skills.
I did HTML coding from back in 2001 and never really stayed with the times but HTML5 runs games? Or is this linked with java to create games. I look for tutorials and I see alot of java coding and the only real HTML I see are the basic headers to set up pages and very little code. If I can remember correct you could do this back in the day. Kinda a weird question but what is the major difference?
HTML5 + javascript build games. The HLTM5 sets up a canvas for display then your game runs in the canvas with javascript.
Coco2x would be a great choice for cross platform since it work on iOS, Android and Windows Phones.
Native language for the phones are
-Android = Java
-Windows Phone = C++ and C# note I'm pretty sure Windows is starting to push more towards Direct X and C++ on the new phones
-iOS = Objective C(not if you really wanted a mac you don't need to buy a top of a line mac to make apps I use a base model that works great)
All the above support C++ as well
Depending on what you want to do and what library you use sometimes you need to use some of the native language.
#14 Members - Reputation: 239
Posted 23 January 2013 - 02:24 PM
#15 Members - Reputation: 176
Posted 24 January 2013 - 07:35 AM
I would echo any suggestions for starting with existing packages rather than trying to choose a language.
Unity, UDK, cocos, etc...
These are cross platform and fully featured. They will take care of alot of details and you can probably get up and running pretty quick.






