Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

134 Neutral

About ddudek

  • Rank
  1. I heavily used Cocos2d-x, we did a few titles with it, and here's what I can say:   Good things: - lots of flexibility, opensourced, you can do whatever you want with it - lots of extensions, tools supporting it ad hoc - great performance - nice api for scenes and transitions - many other...   Bad things: - quite difficult touch handling - opensourced, so sometimes stability isn't perfect (although, you can always fix!) - you have to like c++ (I do)
  2. Try considering Photon from exitgames (http://www.exitgames.com/) - server side is C#, and can run on any windows server. If you don't need any server logic, just simple standard matching, rooms, etc - you can use their cloud solution. It's also free for start (on your own server up to 100 concurrent users, cloud solution also have some small free plan). I'd had a quite nice experience with it.
  3. Unity also gained some native 2D support in the latest version :) It's a rather simple/basic support though, I'm looking forward for how it's going to grow.   For 2D development there's also cocos2d-x, but it's easier to target mainly for iOS using XCode/AppCode (you would need mac). Android version is compiled using ndk, and it may be not that easy to setup good dev environment with working debugger and other tools. Not out-of-the-box for sure.
  4. I used photon from exitgames (https://www.exitgames.com/) - it's quite simple to use, and it's free to start development. They also have some cloud solution if you don't want to set up your own server for production. If you need some more info - don't hesitate to ask :-)   Anyway good luck :-) Multiplayer is really fun to develop
  5. It may not be the best scenario as your game may not look good enough on those hi-end devices if you design it for low res device. During the development I even found out that one of my projects had quite opposite - the game run more smoothly on the Galaxy S (800x480) than on Galaxy SIV (1920x1080). The reason was that on the Galaxy IV game switched to hi-def assets designed for iPad retina, and it hadn't good enough fillrate to manage such high res display and hi res textures. It's just an example :)   During development the best way I think is to get in touch with your friends, post some facebook messages etc, to borrow some devices, or get such friend to meet for a beer and try to run your game on their devices. Or buy one. Test it as much as you can, because differences between android devices are far more unpredictable as you might imagine.   Before final Google Play release you can try out its Beta Testing option in developer console, which I would highly recommend, but it may be a bit trouble and time consuming. Also maybe you could test some android emulator alternatives? Genymotion? My friend used it for simple apps, and found much more usefull than standard android emulator, but I hadn't test it with games.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!