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  • Proper method to detect device model (iPhone/iPod Touch)?

    - by Mark
    Is this the proper way to detect which device a user is running? NSString *currentModel = [[UIDevice currentDevice] model]; if ([currentModel isEqualToString:@"iPhone"]) { // The user is running on iPhone so allow Call, Camera, etc. } else { // The user is running on a different device (iPod / iPad / iPhone Simulator) disallow Call. }

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  • Building a J2EE dev/test setup on a single PC

    - by John
    It's been a while since I did Java work, and even then I was never responsible for starting a large project from the very start... there were test/staging/production systems already running, etc, etc. Now I am looking to start a J2EE project from scratch on my trusty workstation, which has never been used for Java development and runs Windows 7 64bit. First of all, I'll be getting Eclipse. As far as writing the code goes I'm pretty happy. And running it through Eclipse is OK, but what I'd really want is to have a VM running MySQL and TomCat on which I can properly deploy my project and run/debug it 'remotely' from my dev PC. And I guess this should be done using Ant instead of letting Eclipse build the WAR for me, so that I don't end up with a dependence on Eclipse. I'm certain Eclipse can do this, so you hit a button and it runs Ant scripts, deploys and debugs for instance, but very hazy on it. Are there any good guides on this? I don't want to be taught Java, or even Ant, but rather the 'glue' parts like getting my test VM up and running under Windows, getting a build/test/deploy/run pipeline running through Eclipse, etc. One point, I only plan to use Windows... hosting a Windows VM on my Windwos desktop. And while I can use command-line tools like ant/svn, I'm much more a GUI person who loves IDE integration... I'd rather this didn't end up an argument about Linux or Vi, etc! I am looking for free, but am a MAPS subscriber, and run Win7 Ultimate in case that makes a difference as far as free VM solutions.

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  • Best practices for parsing HTML from Wikipedia for iPhone viewing?

    - by ivanTheTerrible
    I am building an iPhone Wikipeida game app, that requires modifying the default Wiki HTML a little bit (mostly simplifying the page). So far I am directly downloading the HTML output from en.wikipedia.org/wiki/Article_Foo to a python Google App Engine, and then modify its CSS and HTML structure, cache it, and finally output to iPhone. It works but I find this method quite tedious, there must be a better method? Please note that I use App Engine not just for parsing the Wiki, but the game also requires it to keep the stores...etc, hence not a overkill. Also, I would prefer doing all the work with python on App Engine, to keep the iPhone client as thin and mobile as possible (XML on iPhone is a big no fun) Thanks a lot.

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  • Can the user take the resource from the iPhone Apps?

    - by Tattat
    I know that the Apple Mac OS .app file is a collection of programs and data. I guest the iPhone is similar in this way. I can unzip a Mac OS .app to find the resource , images using this way. Can the iPhone App do the similar thing? I mean, can the user unzip the iPhone .app to get the resource/ img from that? thz.

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  • How much does it cost to develop an iphone application?

    - by delooks
    How much can a developer charge for an iphone app like twitterrific. I want to know this because I need such an app with the same functionality for a new community website. I can do Ruby but have no experience with Objective C. So it would be interesting for me if I should start reading books about iPhone programming or outsource the work to a iPhone programmer.

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  • How to display HTML-like table data on iPhone?

    - by Jason
    I have a set of data in a matrix which I would like to display in my iPhone app with all of the rows and columns intact. Everything I can find on the web dealing with "tables iPhone" gives me information on UITableView, which only lets you show a list of items to the user - not an actual table in the HTML sense. What's the best way on the iPhone to display an actual table of data to the user, with column & row headings and table cells?

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  • 2D Game Character Animation in iPhone - How is it done?

    - by Shnitzel
    What I mean is, do animators work on an animation in say Flash (or some other kind of key frame animation program) and then export it to the iphone somehow? For example, say I am an animator and I want to create a person waving for an iphone game. What type of external program would I use and then what libraries on the iphone sdk would I use to load them in?

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  • UIView fine for iPhone 4in, but squashed in iPhone 3.5in

    - by coopersita
    I started a new project in the new Xcode, and I see that my default the main window is set to 320x548. I'm fine with that, but when I test my app, a view I added to my main xib, which is supposed to be 280x280, looks more like 280x200 when testing on 3.5in devices. I've tried changing the settings for that view in the xib, but nothing seems to affect it. How do I ensure background compatibility so that in older devices the view is the same size?

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  • iPhone App on iPad - What is the extra effort?

    - by hol
    I started to develop an iPhone App for a client but the binary not yet submitted to Apple. My client asked me whether they can run the iPhone App also on the iPad. I am not sure what to answer. I am away from home and cannot even check how this all works in XCode. I wonder whether I have to submit two binaries two Apple - one for iPhone and one for iPad - or how this all works? If somebody with experience can explain me. Basically I need to figure out how much more effort I have to consider if it is only making the app work on the iPad. I do not mean the effort to redesign the whole app being a real "iPad app". Just to make it work and when somebody downloads the app and it can be for an iPhone and for an iPad and it does not matter.

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  • Installing Eclipse for OSB Development

    - by James Taylor
    OSB provides 2 methods for OSB development, the OSB console, and Eclipse. This post deals with a typical development environment with OSB installed on a remote server and the developer requiring an IDE on their PC for development. As at 11.1.1.4 Eclipse is only IDE supported for OSB development. We are hoping OSB will support JDeveloper in the future. To get the download for Eclipse use the download WebLogic Server with the Oracle Enterprise Pack for Eclipse, e.g. wls1034_oepe111161_win32.exe.To ensure the Eclipse version is compatible with your OSB version I recommend using the Eclipse that comes with the supported WLS server, e.g. OSB 11.1.1.4 you would install WLS 10.3.4+oepe.The install is a 2 step process, install the base Eclipse, then install the OSB plugins. In this example I'm using the 11.1.1.4 install for windows, your versions may differ. You need to download 2 programs, WebLogic Server with the oepe plugin for your OS, and the Oracle Service Bus which is generally generic. Place these files in a directory of your choice. Start the executable I create a new Oracle Home for this installation as it don't want to impact on my JDeveloper install or any other Oracle products installed on my machine. Ignore the support / email notifications Choose a custom install as we only want to install the minimum for Eclipse. If you really want you can do a typical and install everything. Deselect all products then select the Oracle Enterprise Pack for Eclipse. This will select the minimum prerequisites required for install. As I'm only going to use this home for OSB Development I deselect the JRockit JVM. Accept the locations for the installs. If running on a Windows environment you will be asked to start a Node Manger service. This is optional. I have chosen to ignore. Select the user permissions you require, I have set to default. Do a last check to see if the values are correct and continue to install. The install should start. The install should complete successfully. I chose not to run the Quick Start. Extract the OSB download to a location of your choice and double click on the setup.exe. You may be asked to supply a correct java location. Point this to the java installed in your OS. I'm running Windows 7 so I used the 64bit version. Skip the software updates. Set the OSB home to the location of the WLS home installed above Choose a custom install as all we want to install is the OSB Eclipse Plugins. Select OSB IDE. For the rest of the install screens accept the defaults. Start the install There is no need to configure a WLS domain if you only intend to deploy to the remote server. If you need to do this there are other sites how to configure via the configuration wizard. Start Eclipse to make sure the OSB Plugin has been created. In the top right drop down you should see OSB as an option. Connecting to the remote server, select the Server Tab at the bottom Right-click in that frame and select Server. Chose the remote server version and the hostname Provide and name for your server if necessary, and accept the defaults Enter connection details for the remote server Click on the Remote server and it should validate stating its status.Now you ready to develop, Happy developing!

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  • Windows Phone 7 Silverlight / XNA development talk

    - by subodhnpushpak
    Hi, I presented on Windows Phone 7 app development using Silverlight. Here are few pics from the event Windows Phone 7 development VIEW SLIDE SHOW DOWNLOAD ALL     I demonstrated the Visual studio, emulator capabilities/ features. An demo on Wp7 app communication with an OData Service, along with a demo on XNA app. There was lot of curious questions; I am listing them here because these keep on popping up again and again: 1. What tools does it takes to develop Wp7 app? Are they free? A typical WP7 app can be developed either using Silverlight or XNA. For developers, Visual Studio 2010 is a good choice as it provides an integrated development environment with lots of useful project templates; which makes the task really easy. For designers, Blend may be used to develop the UI in XAML. Both the tools are FREE (express version) to download and very intuitive to use. 2. What about the learning curve? If you know C#, (or any other programming language), learning curve is really flat. XAML (used for UI) may be new for you, but trust me; its very intuitive. Also you can use Microsoft Blend to generate the UI (XAML) for you. 3. How can I develop /test app without using actual device? How can I be sure my app runs as expected on actual device? The WP7 SDK comes along with an excellent emulator; which you can use for development/ testing on a computer. Later you can just change a setting and deploy the application on WP7. You will require Zune software for deploying the application on phone along with Developers key from WP7 marketplace. You can obtain key from marketplace by filling a form. The whole process for registering  is easy; just follow the steps on the site. 4. Which one should I use? Silverlight or XNA? Use Silverlight for enterprise/ business / utility apps. Use XNA for Games app. While each platform is capable / strong and may be used in conjunction as well; The methodologies used for development in these platforms are very different. XNA works on typical Do..While loop where as Silverlight works on event based methodology. 5. Where are the learning resources? Are they free? There is lots of stuff on WP7. Most of them are free. There is a excellent free book by Charles Petzold to download and http://www.microsoft.com/windowsphone is full of demos /todos / vidoes. All the exciting stuff was captured live and you can view it here; in case you were not able to catch it live!! @ http://livestre.am/AUfx. My talk starts from 3:19:00 timeline in the video!! Is there an app you miss on WP7? Do let me know about it and I may work on it for free !!! Keep discovering. Keep is Simple. WP7. Subodh

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  • Android chess development design [on hold]

    - by Plejo
    I want to develop human vs human android chess game and I have bunch of new questions. I would like to have screen where online players are shown(nickname, rating) and when player challenge antoher player and he accpet it game begins. These are my questions: When player install application, does he have to create account/login or does every instance of installed application have some kind of ID so I can recognize it on server side? I want to have also ratings of players saved in my DB so login procedure will probably be necessary. When player connects to server server updates online players list. When he challenge another player and he accept server exchange ip`s(and ports? which port to use?) between players. Then they connect to each other and game begins. What is best practice for connection between server-android and android-android? Probably sockets, right? Is there any library for handling lost connection etc.? Which server do you recommend?

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  • Development costs of an indie multiplayer arcade shooter

    - by VorteX
    Me and a friend of mine have been wanting to remake one of our favorite games of all time (007: Nightfire) for a long time now. However, remaking a game likes this is really complicated because of the rights to the Bond-franchise. That site was created months ago, and by doing so we have found some great people (modelers, level designers, etc.) that want to help, but our plans have changed a little bit. Our current plan is to create a multiplayer-only remake of the original game, removing all the Bond-references so that the rights shouldn't be a problem anymore. We still want to create the game using the UDK and SteamWorks for both PC and Mac. Currently there's 3 things I need to find out: The costs of creating an arcade shooter like this. We want to use crowdfunding to fund the project. The best way to manage a project like this over the internet. Our current team consists of people all over the world, and we need a central place to discuss, collaborate and store our files. The best place to find suitable people for this project. We already have some modelers and level designers but we also need animators, artists, programmers, etc. I believe creating an arcade game like this with a small team is feasible. The game in a nutshell: ±10 maps, ±20 weapons, ±12 game modes, weapon/armor pickups, grapple hook gadget, no ADS, uses SteamWorks, online matchmaking, custom games, AI bots, appearance selection, level progression using XP (no unlocks), achievements. Does anyone know where to start? Any help is appreciated.

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  • Building the Ultimate SharePoint 2010 Development Environment

    - by Manesh Karunakaran
    It’s been more than a month since SharePoint 2010 RTMed. And a lot of people have downloaded and set up their very own SharePoint 2010 development rigs. And quite a few people have written blogs about setting up good development environments, there is even an MSDN article on it. Two of the blogs worth noting are from MVPs Sahil Malik and Wictor Wilén. Make sure that you check these out as well. Part of the bad side-effects of being a geek is the need to do the technical stuff the best way possible (pragmatic or otherwise), but the problem with this is that what is considered “best” is relative. Precisely the reason why you are reading this post now. Most of the posts that I read are out dated/need updations or are using the wrong OS’es or virtualization solutions (again, opinions vary) or using them the wrong way. Here’s a developer’s view of Building the Ultimate SharePoint 2010 Development Rig. If you are a sales guy, it’s time to close this window. Confusion 1: Which Host Operating System and Virtualization Solution to use? This point has been beaten to death in numerous blog posts in the past, if you have time to invest, read this excellent post by our very own SharePoint Joel on this subject. But if you are planning to build the Ultimate Development Rig, then Windows Server 2008 R2 with Hyper-V is the option that you should be looking at. I have been using this as my primary OS for about 6-7 months now, and I haven’t had any Driver issue or Application compatibility issue. In my experience all the Windows 7 drivers work fine with WIN2008 R2 also. You can enable Aero for eye candy (and the Windows 7 look and feel) and except for a few things like the Hibernation support (which a can be enabled if you really want it), Windows Server 2008 R2, is the best Workstation OS that I have used till date. But frankly the answer to this question of which OS to use depends primarily on one question - Are you willing to change your primary OS? If the answer to that is ‘Yes’, then Windows 2008 R2 with Hyper-V is the best option, if not look at vmWare or VirtualBox, both are equally good. Those who are familiar with a Virtual PC background might prefer Sun VirtualBox. Besides, these provide support for running 64 bit guest machines on 32 bit hosts if the underlying hardware is truly 64 bit. See my earlier post on this. Since we are going to make the ultimate rig, we will use Windows Server 2008 R2 with Hyper-V, for reasons mentioned above. Confusion 2: Should I use a multi-(virtual) server set up? A lot of people use multiple servers for their development environments - like Wictor Wilén is suggesting - one server hosting the Active directory, one hosting SharePoint Server and another one for SQL Server. True, this mimics the production environment the best possible way, but as somebody who has fallen for this set up earlier, I can tell you that you don’t really get anything by doing this. Microsoft has done well to ensure that if you can do it on one machine, you can do it in a farm environment as well. Besides, when you run multiple Server class machine instances in parallel, there are a lot of unwanted processor cycles wasted for no good use. In my personal experience, as somebody who needs to switch between MOSS 2007/SharePoint 2010 environments from time to time, the best possible solution is to Make the host Windows Server 2008 R2 machine your Domain Controller (AD Server) Make all your Virtual Guest OS’es join this domain. Have each Individual Guest OS Image have it’s own local SQL Server instance. The advantages are that you can reuse the users and groups in each of the Guest operating systems, you can manage the users in one place, AD is light weight and doesn't take too much resources on your host machine and also having separate SQL instances for each of the Development images gives you maximum flexibility in terms of configuration, for example your SharePoint rigs can have simpler DB configurations, compared to your MS BI blast pits. Confusion 3: Which Operating System should I use to run SharePoint 2010 Now that’s a no brainer. Use Windows 2008 R2 as your Guest OS. When you are building the ultimate rig, why compromise? If you are planning to run Windows Server 2008 as your Guest OS, there are a few patches that you need to install at different times during the installation, for that follow the steps mentioned here Okay now that we have made our choices, let’s get to the interesting part of building the rig, Step 1: Prepare the host machine – Install Windows Server 2008 R2 Install Windows Server 2008 R2 on your best Desktop/Laptop. If you have read this far, I am quite sure that you are somebody who can install an OS on your own, so go ahead and do that. Make sure that you run the compatibility wizard before you go ahead and nuke your current OS. There are plenty of blogs telling you how to make a good Windows 2008 R2 Workstation that feels and behaves like a Windows 7 machine, follow one and once you are done, head to Step 2. Step 2: Configure the host machine as a Domain Controller Before we begin this, let me tell you, this step is completely optional, you don’t really need to do this, you can simply use the local users on the Guest machines instead, but if this is a much cleaner approach to manage users and groups if you run multiple guest operating systems.  This post neatly explains how to configure your Windows Server 2008 R2 host machine as a Domain Controller. Follow those simple steps and you are good to go. If you are not able to get it to work, try this. Step 3: Prepare the guest machine – Install Windows Server 2008 R2 Open Hyper-V Manager Choose to Create a new Guest Operating system Allocate at least 2 GB of Memory to the Guest OS Choose the Windows 2008 R2 Installation Media Start the Virtual Machine to commence installation. Once the Installation is done, Activate the OS. Step 4: Make the Guest operating systems Join the Domain This step is quite simple, just follow these steps below, Fire up Hyper-V Manager, open your Guest OS Click on Start, and Right click on ‘Computer’ and choose ‘Properties’ On the window that pops-up, click on ‘Change Settings’ On the ‘System Properties’ Window that comes up, Click on the ‘Change’ button Now a window named ‘Computer Name/Domain Changes’ opens up, In the text box titled Domain, type in the Domain name from Step 2. Click Ok and windows will show you the welcome to domain message and ask you to restart the machine, click OK to restart. If the addition to domain fails, that means that you have not set up networking in Hyper-V for the Guest OS to communicate with the Host. To enable it, follow the steps I had mentioned in this post earlier. Step 5: Install SQL Server 2008 R2 on the Guest Machine SQL Server 2008 R2 gets installed with out hassle on Windows Server 2008 R2. SQL Server 2008 needs SP2 to work properly on WIN2008 R2. Also SQL Server 2008 R2 allows you to directly add PowerPivot support to SharePoint. Choose to install in SharePoint Integrated Mode in Reporting Server Configuration. Step 6: Install KB971831 and SharePoint 2010 Pre-requisites Now install the WCF Hotfix for Microsoft Windows (KB971831) from this location, and SharePoint 2010 Pre-requisites from the SP2010 Installation media. Step 7: Install and Configure SharePoint 2010 Install SharePoint 2010 from the installation media, after the installation is complete, you are prompted to start the SharePoint Products and Technologies Configuration Wizard. If you are using a local instance of Microsoft SQL Server 2008, install the Microsoft SQL Server 2008 KB 970315 x64 before starting the wizard. If your development environment uses a remote instance of Microsoft SQL Server 2008 or if it has a pre-existing installation of Microsoft SQL Server 2008 on which KB 970315 x64 has already been applied, this step is not necessary. With the wizard open, do the following: Install SQL Server 2008 KB 970315 x64. After the Microsoft SQL Server 2008 KB 970315 x64 installation is finished, complete the wizard. Alternatively, you can choose not to run the wizard by clearing the SharePoint Products and Technologies Configuration Wizard check box and closing the completed installation dialog box. Install SQL Server 2008 KB 970315 x64, and then manually start the SharePoint Products and Technologies Configuration Wizard by opening a Command Prompt window and executing the following command: C:\Program Files\Common Files\Microsoft Shared Debug\Web Server Extensions\14\BIN\psconfigui.exe The SharePoint Products and Technologies Configuration Wizard may fail if you are using a computer that is joined to a domain but that is not connected to a domain controller. Step 8: Install Visual Studio 2010 and SharePoint 2010 SDK Install Visual Studio 2010 Download and Install the Microsoft SharePoint 2010 SDK Step 9: Install PowerPivot for SharePoint and Configure Reporting Services Pop-In the SQLServer 2008 R2 installation media once again and install PowerPivot for SharePoint. This will get added as another instance named POWERPIVOT. Configure Reporting Services by following the steps mentioned here, if you need to get down to the details on how the integration between SharePoint 2010 and SQL Server 2008 R2 works, see Working Together: SQL Server 2008 R2 Reporting Services Integration in SharePoint 2010 an excellent article by Alan Le Marquand Step 10: Download and Install Sample Databases for Microsoft SQL Server 2008R2 SharePoint 2010 comes with a lot of cool stuff like PerformancePoint Services and BCS, if you need to try these out, you need to have data in your databases. So if you want to save yourself the trouble of creating sample data for your PerformancePoint and BCS experiments, download and install Sample Databases for Microsoft SQL Server 2008R2 from CodePlex. And you are done! Fire up your Visual Studio 2010 and Start Coding away!!

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  • Pixel Perfect Collision Detection in Cocos2dx

    - by Happybirthday
    I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/ Here is my code for the Cocos2d-x version bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) { bool isColliding = false; CCRect intersection; CCRect r1 = spr1-boundingBox(); CCRect r2 = spr2-boundingBox(); intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0); intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX()); intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY()); // Look for simple bounding box collision if ( (intersection.size.width0) && (intersection.size.height0) ) { // If we're not checking for pixel perfect collisions, return true if (!pp) { return true; } unsigned int x = intersection.origin.x; unsigned int y = intersection.origin.y; unsigned int w = intersection.size.width; unsigned int h = intersection.size.height; unsigned int numPixels = w * h; //CCLog("Intersection X and Y %d, %d", x, y); //CCLog("Number of pixels %d", numPixels); // Draw into the RenderTexture _rt-beginWithClear( 0, 0, 0, 0); // Render both sprites: first one in RED and second one in GREEN glColorMask(1, 0, 0, 1); spr1-visit(); glColorMask(0, 1, 0, 1); spr2-visit(); glColorMask(1, 1, 1, 1); // Get color values of intersection area ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels ); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _rt-end(); // Read buffer unsigned int step = 1; for(unsigned int i=0; i 0 && color.g 0) { isColliding = true; break; } } // Free buffer memory free(buffer); } return isColliding; } My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended. Here is the code for "_rt" _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height); _rt-setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f)); this-addChild(_rt, 1000000); _rt-setVisible(true); //For testing I think I am making a mistake with the implementation of this CCRenderTexture Can anyone guide me with what I am doing wrong ? Thank you for your time :)

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  • Game Center alternatives for non-iOS development

    - by Eat at Joes
    I have completed a game for iOS which integrates GameKit. I am happy with Game Center however my game also has an HTML5 web version and will soo have an Android version. My question is what alternatives do I have for non-iOS platforms but primarily for Android and to a lesser extent a Javascript/Web SDK. I looked at Openfeint a year ago and it seemed to be a good solution back then but am not sure if this is still the case? Note, I have no plans to replace what I already have in my iOS game and I understand the leader boards, users, and achievements won't be shared out of Game Center.

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  • Android development in Unreal with an existing project

    - by user1238929
    I am currently using an Unreal 3 project that has been targeted for multiple devices. Originally, it was targeted for iOS and now I want to try and build it for Android. The project is capable of doing it and I am in the process of testing it. I think I have everything I need in order to build it and launch it for an android device that I have set up and connected to my PC and is recognized by the Android SDK ABD. I am currently trying to build and launch the game through the Unreal Frontend but when I try, I am getting stuck at getting the Unreal Frontend to find my Android device as a platform to debug, like it would with a PC, Xbox360, or PS3. Right now, I am just trying to launch the game to see if I can get it to simply run on an Android device, I'm going to worry about the packaging later. So I have two questions: Am I on the right track in looking at the Unreal Frontend to cook and launch the project on Android or should I look somewhere else? How do I get Unreal to recognize my Android device as a platform to launch on? I would even settle for recognizing an emulator, but that seems even harder.

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  • How To show document directory save image in thumbnail in cocos2d class

    - by Anil gupta
    I have just implemented multiple photo selection from iphone photo library and i am saving all selected photo in document directory every time as a array, now i want to show all saved images in my class from document directory as a thumbnail, i have tried some logic but my game getting crashing, My code is below. Any help will be appreciate. Thanks in advance. -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { CCSprite *photoalbumbg = [CCSprite spriteWithFile:@"photoalbumbg.png"]; photoalbumbg.anchorPoint = ccp(0,0); [self addChild:photoalbumbg z:0]; //Background Sound // [[SimpleAudioEngine sharedEngine]playBackgroundMusic:@"Background Music.wav" loop:YES]; CCSprite *photoalbumframe = [CCSprite spriteWithFile:@"photoalbumframe.png"]; photoalbumframe.position = ccp(160,240); [self addChild:photoalbumframe z:2]; CCSprite *frame = [CCSprite spriteWithFile:@"Photo-Frames.png"]; frame.position = ccp(160,270); [self addChild:frame z:1]; /*_____________________________________________________________________________________*/ CCMenuItemImage * upgradebtn = [CCMenuItemImage itemFromNormalImage:@"AlbumUpgrade.png" selectedImage:@"AlbumUpgrade.png" target:self selector:@selector(Upgrade:)]; CCMenu * fMenu = [CCMenu menuWithItems:upgradebtn,nil]; fMenu.position = ccp(200,110); [self addChild:fMenu z:3]; NSError *error; NSFileManager *fM = [NSFileManager defaultManager]; NSString *documentsDirectory = [NSHomeDirectory() stringByAppendingPathComponent:@"Documents"]; NSLog(@"Documents directory: %@", [fM contentsOfDirectoryAtPath:documentsDirectory error:&error]); NSArray *allfiles = [fM contentsOfDirectoryAtPath :documentsDirectory error:&error]; directoryList = [[NSMutableArray alloc] init]; for(NSString *file in allfiles) { NSString *path = [documentsDirectory stringByAppendingPathComponent:file]; [directoryList addObject:file]; } NSLog(@"array file name value ==== %@", directoryList); CCSprite *temp = [CCSprite spriteWithFile:[directoryList objectAtIndex:0]]; [temp setTextureRect:CGRectMake(160.0f, 240.0f, 50,50)]; // temp.anchorPoint = ccp(0,0); [self addChild:temp z:10]; for(UIImage *file in directoryList) { // NSData *pngData = [NSData dataWithContentsOfFile:file]; // image = [UIImage imageWithData:pngData]; NSLog(@"uiimage = %@",image); // UIImage *image = [UIImage imageWithContentsOfFile:file]; for (int i=1; i<=3; i++) { for (int j=1;j<=3; j++) { CCTexture2D *tex = [[[CCTexture2D alloc] initWithImage:file] autorelease]; CCSprite *selectedimage = [CCSprite spriteWithTexture:tex rect:CGRectMake(0, 0, 67, 66)]; selectedimage.position = ccp(100*i,350*j); [self addChild:selectedimage]; } } } } return self; }

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  • Python or C server hosting for indie development

    - by Richard Fabian
    I've written a lot of the game, but it's singleplayer. Now we want to join up and play together. I want to host it like an MMO, but haven't got any personal ability to host (no static IPs or direct access to a reasonable router that will allow me to port forward) so I wondered if there were any free / very cheap hosting solutions for people developing games that need to develop their MMO side. In my case it's a world server for a 2D game where the world map can be changed by the players. So, GAE sounds expensive, as there would be quite a few updates per second (I heard they bill for data updates but not for download, but can't find refernce to billing anywhere on the FAQs) I'd prefer to be able to write the server in python as that's what the game is written in (with pygame), but C is fine, and maybe even better as it might prompt me to write some more performant world generator code ;)

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  • HTML5 mobile game development vs. native game apps

    - by Vic Szpilman
    What is the current state of game engines, frameworks, libraries and conversions related to the HTML5 set of technologies (including CSS3 and JavaScript libraries such as RaphaelJS, Impact, gameQuery); and how does the best of that compare with developing a native app (especially for iOS and Android)? Especially in terms of performance, visuals and getting that "native feel". Thoughts on solutions such as Appcelerator and Corona SDK are also appreciated. In regards to Unity3D, is it possible to develop in it and still have the game be playable on a browser (such as current releases of Chrome or Firefox, at least) without any dependencies or having the user install anything (no unity web player). What I'm looking for is how to develop in web standards as to reach the maximum number of platforms (including outside mobile) while still retaining a native experience for mobile without having to implement the game anew for iOS and Android.

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