What framework should i chose for make mobile game? - mobile

Hi i want to make andriod/ios game. it will be simple RPG base click game like Shakes and fidget. I wonder what app will be best to do it. So farn i know javasript well and java on low level. I find gap mobile could be good, because of my knowlidge of javascript. But unity looks good too, problem is i never done nothing in C# or unity. What is your experience and opinions?.
I know my english is bad, so i apologize for that.

I'm using Unity 2D with C# and it's works really well for me. I suggest you to learn C# if you want to go with Unity(which I think is a really good option) but you can use javascript with Unity too if you don't want to learn C# but I don't know if this feature is still usable.

You can just search unity 2d tutorials at youtube if you want free tutorials (My advices are Brackeys and Blackthornprod) or you can use sone online learning websites like Udemy (which I used to learn unity and which helped me a lot)

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Complete noob creating a secure web database for students and teachers at a small private pre-K/kindergarten?

I'm starting a project for a small private pre-K/kindergarten school (owned by my wife's family), and I'm wondering if there's a better way to do this than starting from scratch. Perhaps someone can point me in a good direction before I spin my wheels too much.
The main reason I took this on is to learn about the process, so if anyone is suggesting I get started in Rails or something, I'm quite happy to do that, but on the other hand if there's something out of the box out there that's in the ballpark similar to Wordpress, it might be better to go with what works before getting in over my head.
I'm not a complete noob in that I understand the basics of databse normalization and I'm quite proficient with VBA, and I'm hoping to come away from this with more knowledge about web applications and having done something useful for the school. Can anyone help me get started with this (admittedly very vaguely described) project?
Thanks for your time!
You could try web2py. I used it for developing a small web application and it proved quick and relatively easy. It follows the MVC (model view controller) paradigm and offers good database support. It is based on Python, so it is easy enough to get started if you're new to programming at all.

How to implement Backbone boilerplate with views

I am trying to learn backbone, however truth be told, I'm feeling a little overwhelmed. Everywhere I look it is being done in a slightly different way, each with more frameworks and plugins to learn. So I have decided to put my faith in Addy Osmani and am reading his Backbone Fundamentals book. I have followed his recommendation and used the Backbone-Boilerplate. However for whatever reason, I have been unable to successfully install Grunt BBB so I cannot download the working examples.
What I am trying to do is follow this router section and use views. http://addyosmani.github.com/backbone-fundamentals/#router.js.
The problem is that I think these instructions are incomplete. For a start the collection.fetch() variable is in the wrong scope, and I really am not understanding where I need to place the views and how. I am pretty sure that if I could see a working example of this I could understand it, but as I said, everywhere I look its a different implementation.
Does anyone know how to use the backbone-boilerplate with routers and views? Are there any working examples anywhere?
Let me make a suggestion. A couple of months ago, I was where you are now: trying to learn backbone and trying to follow best practices while I did so. Like you, I came across Addy Osmani's book and like you I tried getting stated with backbone-boilerplate.
After much stumbling around, I eventually concluded that backbone-boilerplate was not something I needed to have while I was just learning backbone. It is now, only after having created a fully working, non-trivial CRUD application that I start to see how I might incorporate backbone-boilerplate. I think you probably need to be asking the questions that backbone-boilerplate answers (How can I break up my application into modules?, etc.) before you attempt to incorporate another framework or plugin. The same goes for Backbone.Marionette: great library, but you really need to have something to apply it to before using it.
Starting out, I would suggest having just a single file for all your backbone code.
One of the things that really helped me out was playing around with and extending various jsfiddle demos people had created using backbone. A simple google search will turn up quite a few. I found it a great way to learn as I was able to manipulate working code and get immediate feedback on what worked and what was allowed.
And although backbone is a client-side library, it's often simpler and faster just to ignore html and write stuff out to the console.
Finally, if you're willing to pay for it, I highly recommend Liam McLennan's set of backbone.js training videos on pluralsight.

2D game development basics

I would like to write some simple Mario-like game from scratch using language C. But honestly I have no idea how to do so, and I canĀ“t find any good tutorial for this, which is for free.
But to the actuall question, I have only written WinAPI programs so far, so all event handling and user input was handled by OS, with minimum work, But to develope game, with for example menus with non-rectangular buttons, animations, and so, I guess, there is no such thing in WinAPI taht could help me with this more than just some basic routines mouse pointer location and keypresses.
So, is the right way to write your game to write entire draw part of game engine by manipulating objects for player, enemies, and even background yourself, and than just use directdraw for output to screen?
EDIT:
I actually want to learn how to write games from scratch, becouse it must be great programming experience, and if you consider games like Commander Keen on DOS, created with no framework or libraries, but still so great.
A good approach to this would be to have a look at the SDL library. I'm not saying it's necessarily the best library for 2D games, but it's easy to get started with and the web is flooded with tutorials and open source code samples for simple homebrew 2D games written using SDL.
I do recommand the SDL too, but you should definitely have a look on lazyfoo tutorial, which is just great.
When I started programming I started doing it with Allegro, back in the good old DOS days. It was the first usable library which worked with SVGA libraries, and had a good sprite support. Then version3 came and they added support for windows (using GDI and Directy X, you could choose at runtime which engine to use). The linux port came to life, and all is good.
It's a very basic 2D library, and it will teach you the very basics of graphics and animations. Now it even contains audio support which is a very needed addition (well, I still remember V 2.9X...). They are in betas for version 5, and I think this is an interesting project for you to look into.
http://www.talula.demon.co.uk/allegro/
What are you guys talking about, the WinAPI has low level drawing routines.
Although using an established library like SDL is probably a better idea you could create your own abstractions to the WinAPI drawing routines without too much difficulty.
Then it's just a matter of creating the while loop that has all the drawing instructions and interpreting input. For 2D games this isn't too difficult.
I also used SDL, but try to look at HGE. It requires at least DirectX 8.0 so your applications will work only on Windows but on their forum you will find many topics on how to port it to OpenGL. In my opinion HGE will be easier to learn than SDL, because SDL is a low level library and you will have to learn how to handle many things by yourself. HGE is more ready to start just out of the box.
In short, yes - there's nothing in the WinAPI that will help you much. However, there are dozens of game engines that you could build your game on that would take a huge amount of gruntwork out of creating the game itself. A bit of Googling will help you.
(Personal recommendation: although it's technically a 3D engine, something like Unity is an excellent engine that includes tutorials for creating 2D games. Unity isn't C, but it does make your life a lot easier...)
EDIT: I actually want to learn how to write games from scratch, becouse it must be great programming experience, and if you consider games like Commander Keen on DOS, created with no framework or libraries, but still so great.
This is actually not quite right. Commander Keen (and any DOS games) do use libraries: the ones provided by DOS, BIOS, etc. Without libraries of one form or another, you wouldn't be able to do anything useful with C. For game programming, you really do want to leave all the low level details to someone else.
I'd recommend Allegro as a beginning game programming library.
Check out this one Game dev starting
They have realy a big resource related to game programming and a lot of beginner stuff. SDL is good, but you should consider about learning basic game techniques before start coding and even before start thinking about the api/libs you use.
Clear out how much "intelligence" you need (Ki), consider about loading/Saving a an early time, ... so much things that you should keep in mind if you want to finish your project.
Do you need a game editor? (Also..work) What about sound/graphics? Writing all this stuff on your own will take a lot of time (if you do not have experience). Creating the content is another big issue which can consume a lot of time, if you make it at all.
Maybe it will help you to have a look on some dev kids, because that will give you the idea how their engine works. Like this one (outdated) Dev kid
I've just started a similar project a few days ago, you can check it out over at GitHub.
It should give you some ideas about how the game is structured. As well as some details on a scrolling 2D map with collision (which turns out to be quite complicated if you want to get it 100% bug free). Oh, and it's using SDL as many here have already suggested.
As for me, this is my first C project. But I'll have to admit that I've done similar stuff in Java and Python before, so this was a good way for me to quickly learn C. And since it's learning and not any productive stuff, I'm using plain C99, which makes the task even "funnier".
But back to the game, you really need to think about your design before you start coding, write it down on a sheet of paper, or if you're like me and you don't have tree stuff in reach write it in pseudocode.
Think about as many possible game states as you can, nothing's worse than having to re-implement the whole player/map/whatever stuff from scratch just because you did not think about feature XYZ before.
Design is very important, if you don't have a goal to begin with, your project will reach a point where it fails, just like my Tuff did, well it also failed due to missing music and somebody who would have designed enemies, etc.
Speaking of graphics and such, bear in mind that the game will consist of much more than just the plain code. If you aren't good in graphics then take that into account while designing. Because you will quickly lose your motivation when the only things on the screen are colored rectangles.
Action Arcade Adventure Set (originally published as a book) is probably one of the most complete tutorials on how to write a 2D side-scrolling game. Although an older reference, many fundamentals for developing a 2D side-scroller have not changed.
Full source code examples and some tools to develop a side-scroller are provided as downloads. There is only one external library used to handle graphics primitives. As this is an older DOS program, you may have to use a DOS emulator like DOSBox or modify the examples for more modern environments.
I suggest you skim chapters 1 to 9 and focus on chapters 10 to 17.

Develop a line of business application in silverlight 4

Currently as my job profile i am more working on asp .net application but i also wanted to have my hands on silverlight application. so, i just decided to build one silverlight 4 application in my spare time and on weekends.
We are having a team of around 4 people. We also tried for commercial application but as we can only develop it in our available time we can not commit on timeline as well as we people are new to SL, so first we need to learn concept and implement it. (Though we know the concept of binding, commanding,templates etc.)
Now i just thought to work on project like creating a social networking site in SL 4
having facilities like forum, blogs, calander, task, dashboard etc.
We want to use features like .Net RIA Service, Entity Framework, MVVM pattern, SL 4.
Objective here is to learn new concepts as well as to get some good project experince in silverlight.
Now,
what you people suggest is it a good idea ?
If yes then the project selected is correct or you suggest some other project ?
Any pattern or technology related suggestions ?
This is quite a vague set of questions but I'll attempt to give my 2 pennies worth of advice.
As a learning project this is as good an idea as any to get going with. As a commercial idea it probably isn't such a good one due to there not being any niche in your product. It has all already been done, and been done successfully by the likes of Facebook and Twitter. Developing any kind of social media site is incredibly difficult as the market is already fairly saturated. As I said though, as a learning project it's quite nice as you can just borrow concepts and ideas from other sites and you can concentrate on you main goals of gaining knowledge in the various technologies.
Whatever you decide to do I'd say split the project up into much smaller components rather than having the end goal in sight. Try to take more of an agile approach by setting yourself 2-3 week targets. It should help keep the momentum going. My experience is that learning projects tend to die a death as people get bored of the concept and lose motivation to do it. By keeping the tasks small you get to see small results often. This should help keep you motivated as you move from requirement to requirement.
Personally I think setting up personal projects and goals like this are a great way of learning new technologies - good for you!! :-)
From a tooling perspective it sounds like SL4 is an ideal route to follow. This is highly likely to be released in early 2010 and has some awesome new features compared to SL3. Would also recommend using VS2010 and WCF RIA Service too.
From a code sharing POV have you considered hosting your project on Codeplex? This will give you a hosted TFS server to manage your source code in a distributed way. This is bound to save you some big bucks.
As far as document management is concerned Google Docs are certainly worth a look (as is Google Sites as a really easy to set up (albeit simple) project management portal).
Finally, I can't recommend learning SketchFlow highly enough. As a prototyping tool for silverlight it is really, really cool. Take a look at the PDC video for a great kick start on this.
Good luck :-)

Making development with Ext JS fast

Ext JS is a nice framework for web UI, but I found that building and putting stuff together takes a long time and painfully slow.
This might be a general problem when working with JavaScript, but does anybody have any way to speed things up?
What can I use? Better IDE with good JavaScript suppport? GUI designers? Code generators?
I need some way to speed up common things like building grids and forms but yet let me do complex things like creating custom components easily.
I'm using ASP.NET MVC. Coolite seems nice at first, but I feel that I'll be having trouble when creating any custom components later on.
There's always Ext GWT, which lets you use Eclipse tooling (and all of the advantages that gives you, such as refactoring, swift code navigation, etc.) to create your Ext/JavaScript app.
When you download the ExtJs library, you find lot of sample applications for common requirements like Grid panel, forms, form elements etc.
Regarding IDEs, you dont find mature productive tools, but check the below link and wish it could be of help to you
http://www.extjs.com/blog/2008/02/01/ides-plugins-and-tools-for-ext-js-20/
But if you really wish to develop custom components, you need to get through knowledge,start approaching with ExtJs-provided sample apps.
If you want to get faster at anything, practice it until you fully understand how it works and how to make it do what you want. If you are just starting out, why would expect to be able to work as quickly as you do when you are working on something that you are very familiar with?
Things I use to make ExtJS less painful
Chrome, for it's developer tools, or Firefox with Firebug.
snipMate: snippets for Vim, so I can quickly produce boiler plate code for classes.
JSLint as a command line tool. Especially good for detecting rogue commas.
Sencha forums.
ExtJS IRC chat (Server: irc.freenode.net Room: #extjs).
API documentation.
Sencha and Saki's ExtJS examples.
Beer.
ExtJS is building a designer right know so you can look forward it, the only problem I think is not gonna be free.
you can see a video demo there, in term of release date I think this is due to the first quarter of this year.
I say learn the framework. But to develop apps, I use IntelliJ IDEA, which has partial code completion, etc. It costs money though.
Once you have some practice and understanding of how ExtJS works, you'll get faster at it. By using the examples for reference, and building up my application in small pieces, I've gotten much better (and faster) at developing stuff with ExtJS. A great way to get started is to find an example (or two) that kind of do what you need, and modify (or combine) them to see how they work together.

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