I want to develop an cocos2d-x game for android & iphone. I don't know from were to start my development. I know there is an template available for iphone, but after creating it on iphone how build it for android platform?
And what if i want to develop game form the eclipse itself rather then developing on iPhone and then migrating to android
I had already tried various tutorials of ray wenderlich, tutorial on cocos2d-x.org, http://paralaxer.com/cocos2d-x-project-setup/, http://www.multigesture.net/articles/how-to-setup-cocos2d-x-windows-and-android/, http://www.jesusbosch.com/2012/06/how-to-set-up-android-and-win32-cocos2d.html, http://gameit.ro/2012/01/creating-an-iphone-and-android-cocos2d-x-hybrid-project-updated/
From all of the above tutorials i am not able to get any proper solution.
Also tell me should i have to develop(code) on iPhone and then build for android?
Thank You in advance
simple :
-> Framework : cocos2d-X
-> Editor : Xcode
-> Language : C++
once you complete your Game for iphone then You can port your this game to any platform like Android or Windows. you already have all useful links . still follow this :
Setting_up_Android_Development_Environment_on_Mac_OSX :
http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Setting_up_Android_Development_Environment_on_Mac_OSX
How to port your project to win32,iPhone and Android
http://www.cocos2d-x.org/boards/6/topics/3001
Integrate Cocos2d-x (C++) into an Android application (Java)
http://jpsarda.tumblr.com/post/26000816688/integrate-cocos2d-x-c-into-an-android-application
-> You just have to convert this native code using some JNI or say NDK .
-> using Cocos2d-x u can Develop games on Windows, Mac OS and Linux .
Personally if you are deploying to multiple platforms your best bet is to use a gaming engine. Currently Unity3D, UDK, and newly released Havok's Anarchy Engine supports deployment to these platforms and more. This way you can develop once and deploy to multiple locations. Cost is free for Havok, UDK if you are a small company, and I believe Unity3D now has free licensing to iOS and Android for their non-Pro versions.
I think going this route is far more promising than using cocos2d
The method I use is to use the templates for both iOS and Android that create projects for Xcode and Eclipse respectively. When you have this, you remove the Classes and Resources folders in for example the Eclipse project and replace those folders with links to the Xcode folders Classes and Resources.
What you now have is two projects, one for iOS and one for Android, that both use the same C++ code and resources. You can now choose which of Xcode and Eclipse that you prefer to use when developing and just switch to the other to compile for that platform and do testing and releasing there.
Hope that helps. :)
Look in cocos2d-x folder under /tools/project-creator/create-project.py , you should run that and it will create project for many platforms already set-up and from there you can just code in XCode, and platforms will share same source code.
Related
I have the basic ideas that libGDX uses RobotVM to compile Java into llvm-like bytecodes and then platform-specified codes.
I was wondering if I could use AndroidJSCore in libGDX applications. It's for android, I suppose this should compile. The problem is it relies on JavaScriptCore, which was built in C/C++. Does RobotVM compile C/C++ codes?
It sound like you have a wrong idea of what RoboVM is (was)
RoboVM was used by LibGDX to run on iOS. RoboVM was discontinued as of april 15 2016. LibGDX now uses Intel Multi-OS Engine to run on iOS.
LibGDX on Android uses Dalvik just like normal android apps. So if AndroidJSCore works with normal Android apps it should work with LibGDX too. But, you might be the first person to try it.
I would like to start programming for the Universal Windows Platform with an universal app running on Win10 desktops, tablets and phones.
I'm new to programming mobile Windows applications, so I have to learn some basics. I have some experience in Java/Android programming and basic skills in C#.
My problem now is that there aren't much tutorials for UWP app development which teach from the beginning how to program such an app. What I find are some tutorials for Windows phone 8 app development.
Are the differences too big or would you recommend to go through Windows phone 8 tutorials to get into the app for Windows topic?
UWP tutorials are sparse and hard to find, it's true. The difference isn't "Big" if you're doing a basic app, but once you start getting into any sort of mid-level apps then yes it diverges from the W8/WP8 paradigm.
One thing you can do is use the Windows App Studio, and create a generic app with an RSS feed, youtube videos or whatever, and download that solution and then look through the code that is automatically generated. I found a few good sources too:
Windows Dev center is also a huge help with example code (on GitHub) and the MSDN has examples as well, if you filter through it properly.
Channel 9 has an absolute beginners tutorial series from nothing to a superhero app.
https://channel9.msdn.com/Series/Windows-10-development-for-absolute-beginners
I also found a good youtube series that covers individual topics instead of a real tutorial series for learning to program apps:
https://www.youtube.com/playlist?list=PLaoF-xhnnrRUNVx-JAfEy_kUrGGaKS7HL
I would like your input, so that i can make a good decision on whether I should use Cirrious MvvmCross or Galasoft MVVM Light Toolkit?
I am going to be developing 2 applications using Universal Apps (Windows Phone 8.1 and Windows 8.1) in XAML/C#. I am not new to developing windows phone and windows 8 apps however i am new to developing MVVM apps and thus would greatly appreciate you into in this?
Should i use Cirrious MvvmCross or Galasoft MVVM Light Toolkit, (should I use something else) what are their strengths and weakness?
Thank you for your time and your help!
Is there an added benefit for using MVVMCross in your app? Will you be developing an Android or IOS APP? If the answer no, then there is no need for MVVMCross or such. The new WinRT API should have 95% of what your app needs. You can add a portable class library to the solution and share third party libraries between the apps as well.
Good Luck.
MvvmCross is the best way to cross-platform work with xamarin for exemple but you can work with it just for create windows and windows phone app.
MvvmLight is really good to implement mvvm pattern in your project.
Just for create ms app, you should work with mvvm light.
MvvmLight does not have support for iOS yet. Support for Android was added in version 4.0 in May 2014. More info here : http://blog.galasoft.ch/posts/2014/05/mvvm-light-v4-4-with-xamarin-android-support/
MvvmCross does not support Universal Apps (yet).
More info here :https://github.com/MvvmCross/MvvmCross/issues/656
A ray of hope here : http://www.microsoft.com/en-gb/developers/articles/week05jun14/mvvmcross-support-for-universal-apps
Looks like you have two options -
MvvmCross allows you to share code with Windows Phone and Windows 8 also. Just not via Universal App project. If the objective is to share code - you can go with MvvmCross. You wil get your WinPhone and WinStore apps along with Android and iOS also.
Start with Mvvmlight on Universal App and hope for Xamarin.iOS support soon.
http://blog.galasoft.ch/posts/2014/04/building-a-universal-application-for-windows-phone-8-1-and-windows-8-1-with-mvvm-light/
I am wanting to develop a simple micro location app using iBeacons (just arrived today...how exciting). I have zero experience coding native in iOS and Android however have developed several apps using AS3/Air so I was wondering if there is a way to receive the beacon data using AS3?
I know there is a Bluetooth ANE for Android (which is not production ready) but was hoping someone knew of an iOS and Android ANE.
Happy to pay someone to create one for me if possible!
To my knowledge, nobody has built a ANE wrapper for the Android iBeacon Library or for the iOS CoreLocaton APIs. There is an iOS wrapper and an Android wrapper for Xamarin (another cross-platform development framework), and I have been approached by folks interested in building an Android wrapper for the Basic4Android.
An ANE wrapper would be an interesting addition, so if anyone experienced with building them is interested in working on this, I would be happy to help on either the Android or iOS side.
Full disclosure: I am the primary author of the Android iBeacon Library.
I've just found iBeacon ANE on this site http://www.caffaware.com/archives/469
Good job! ;-)
If anybody is still looking, a free ANE can be found here:
http://www.as3gamegears.com/air-native-extension/ibeacon/
I need to create a touch version of the webstore with 3D elements. At the beginning I chose a WebGL technology because of the straightforward integration with databases (such interface will need to download thumbnails of products and basic information about it using MySQL).
Problem is the lack of simple tools to create such a project. Recently I became interested in Unity. I just don't know whether its capabilities allow me to do this. What do you think about Unity 3d? Is a good choice for such a task?
Unity3D web player needs a plugin installed at the user's browser. This plugin is not available for iPhone and AFAIK for Android neither. Thus it is not possible to create a pure browser based online store solution.
What you can do with Unity3D as a workaround: Do the project in Unity3D and export it once as web version for desktop clients and then export it as app (i.e. a fat client that needs to be installed) for iPhone and again for Android. But even then you will have a lot of work providing different layouts for all target devices.
Although I like Unity3D very much, I would not recommend it for development of an online store.