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Member Since 06 May 2003
Offline Last Active Aug 26 2016 12:19 PM

Posts I've Made

In Topic: Help With Building A Debuggable Native Apk

26 August 2016 - 12:19 PM

Did you turn on debugging on the phone? 

In Topic: optimising costs when deploying mobile game+web platform

26 August 2016 - 12:15 PM

Personally if it were me:


I'd go mongo to keep it light on the server side (linux, unubtu, mac) and you can either host your own server in the beginning which is easy with a macminivault.com with your own max. I use Fusion and point ip's to my node.js, mongo, and windows server.




PhoneGap is slow, has so many security flaws and in my opinion, sucks. In my previous company we did a test on all the major hybrid SDK's and found Xamarin was the best option as far as speed, development, and security. It was for a major bank.

If you're targeting multiple platforms web, hybrid, or both I would use Xamarin. It's c#, you can keep your web code in the same solution and you have Core function ( app code ) and then UI specific ( Web Views or native ). I have a game i'm working on which keeps all game logic in the core and I have openGL running on ios and Android using mostly the same libraries.


Xamarin converts both platforms to native code, adds 9mb to the deployment. For game game that's not much. You can also use side loading, not to be confused with a flash card.


I prefer mongo for object databases. For the BackEnd I would use "Service Stack". It rights all the plumbing code for retrieving data from a web service, so you can focus on your core and not write tons of communications layers.


I would also check out "CouchBase" as you can query from any language and platform and they manage all of the data for yo. It's used by world-wide companies so they are stable.

In Topic: Following a path saved in svg format

07 April 2015 - 07:39 AM

Thanks for both the answers. I'm using Xamarin for ios/android so reading the xml is pretty easy and I would assume I only ever need d. I plan on using the data to create my path and load these in at start up. Only about 10-20 will exist.


I wanted a path so I can use a time formula to see where in the path the monster should be and place him there based on the total time the path should take when updating sprites.


I also chose SVG, because I can use adobe illustrator to see the path visually until I have time to create my own, or search for a premade app.


If you can recommend a product that will produce a path of bezier curves visually and I can get points and control points from that to build a path in my code, that would be great also.

In Topic: Looking for source code for a tiled 2d scroller

10 July 2014 - 03:46 PM

Actually I found this which uses a sprite sheet, so I can just modify the code and run with it. http://codecanyon.net/item/openglesopenal-sliding-puzzle-game-starter-kit/577119

In Topic: Looking for source code for a tiled 2d scroller

10 July 2014 - 01:13 PM

Here's what I have. The sprite sheet is 1024x1024 with 64x64 sprite squares.

- (void)setSprite:(NSString *)fileName effect:(GLKBaseEffect *)newEffect {

    // 1
    self.effect = newEffect;
    // 2
    NSDictionary * options = [NSDictionary dictionaryWithObjectsAndKeys:
                                  [NSNumber numberWithBool:YES],
    // 3
    NSError * error;
    NSString *path = [[NSBundle mainBundle] pathForResource:fileName ofType:nil];
    // 4
    self.textureInfo = [GLKTextureLoader textureWithContentsOfFile:path options:options error:&error];
    if (self.textureInfo == nil) {
        NSLog(@"Error loading file: %@", [error localizedDescription]);
            return ;
    NSLog(@"Value of %f", 64.0f/1024.0f);

    TexturedQuad newQuad;
    newQuad.bl.geometryVertex = CGPointMake(0, 0);
    newQuad.br.geometryVertex = CGPointMake(64.0f/self.textureInfo.width, 0);
    newQuad.tl.geometryVertex = CGPointMake(0, self.textureInfo.height);
    newQuad.tr.geometryVertex = CGPointMake(64.0f/self.textureInfo.width, self.textureInfo.height);

    newQuad.bl.textureVertex = CGPointMake(0, 1);
    newQuad.br.textureVertex = CGPointMake(64.0f/1024.0f, 1);
    newQuad.tl.textureVertex = CGPointMake(0, 0);
    newQuad.tr.textureVertex = CGPointMake(64.0f/1024.0f, 0);
    self.quad = newQuad;


My problem is just displaying 2 frames ( square(0,0) - tile 1 and tile 2(0,0) )