Support our Sponsors:

Go Back   Touch Arcade > Developer Discussion > Public Game Developers Forum

Reply
 
Thread Tools Display Modes
  #1  
Old 01-11-2009, 11:55 AM
dannys95 dannys95 is offline
Senior Member
iPhone 4, OS 4.x
 
Join Date: Sep 2008
Location: Earth
Posts: 5,253
Default Confused.... need someone to clear up

OK so new question. I like to do the easy work first to get inspired. I don't wish to get in detail of my game. But I will build a city in Sketch-Up. Now I also need to design a ship like plane. Do I also build that but in a separate Sketch Up Pro file? And it would be nice if people posted some good FREE 3D game engines with good physics. Later on I will upgrade to Unity if I make the app but Unity Indie with iPhone Basic is $600! Thanks

Also; when building in Sketch Up; do I build size by how it looks or by the real life measures?
One more thing; can I use things from the Google Warehouse thing?

Last edited by dannys95; 01-11-2009 at 12:20 PM..
Reply With Quote
  #2  
Old 01-11-2009, 12:01 PM
arkanigon arkanigon is offline
Senior Member
 
Join Date: Dec 2008
Posts: 439
Default

Yup, the SDK is free to download. And you can test your code in a simulator. But you need to pay $99 per year to become a registered iphone developer, to be able to test the code on an actual device and to be able to put the app on the app store...

The language is Objective C. Don't know the answers to the other questions.
Reply With Quote
  #3  
Old 01-11-2009, 12:03 PM
dannys95 dannys95 is offline
Senior Member
iPhone 4, OS 4.x
 
Join Date: Sep 2008
Location: Earth
Posts: 5,253
Default

Quote:
Originally Posted by arkanigon View Post
Yup, the SDK is free to download. And you can test your code in a simulator. But you need to pay $99 per year to become a registered iphone developer, to be able to test the code on an actual device and to be able to put the app on the app store...

The language is Objective C. Don't know the answers to the other questions.
Per year?! I though it was pay once thing. Hmm... maybe I will post a teaser see if ppl would actually buy it before paying. Anyway; I will wait for other ppl to answer the other questions. Thanks
Reply With Quote
  #4  
Old 01-11-2009, 12:04 PM
InsertWittyName's Avatar
InsertWittyName InsertWittyName is offline
Senior Member
 
Join Date: Nov 2008
Posts: 202
Default

The SDK is free to download but the $99 is to sign up for the portal so you can test on an actual device and release free or paid apps on the App Store.

The SDK is in Objective-C.

The engines available will generally be written using a mix of C/C++ and Obj-C.

It doesn't really matter what language you program in as you can abstract that from the actual SDK layer. You always need some amount of Obj-C however to interface with the SDK.

Bugz used probably 5-10% Obj-C 'wrapper' code and the remaining was all written in C++.

Google iPhone game engine to get a list of engines...

Go to the Unity website to get the price for Unity...

You don't come over like somebody who has programmed in low level language such as C/C++/Obj-C before, it's substantially different than coding in higher level scripting languages like Lua, Python ... and also web languages such as Javascript, HTML, PHP et al.

Good luck.
Reply With Quote
  #5  
Old 01-11-2009, 12:06 PM
dannys95 dannys95 is offline
Senior Member
iPhone 4, OS 4.x
 
Join Date: Sep 2008
Location: Earth
Posts: 5,253
Default

Quote:
Originally Posted by InsertWittyName View Post
The SDK is free to download but the $99 is to sign up for the portal so you can test on an actual device and release free or paid apps on the App Store.

The SDK is in Objective-C.

The engines available will generally be written in C/C++ or Obj-C.

It doesn't really matter what language you program in as you can abstract that from the actual SDK layer. You always need some amount of Obj-C however to interface with the SDK.

Bugz used probably 5-10% Obj-C 'wrapper' code and the remaining was all written in C++.

Google iPhone game engine to get a list of engines...

Go to the Unity website to get the price for Unity...

You don't come over like somebody how has programmed in low level language such as C/C++/Obj-C before, it's substantially different than coding in higher level scripting languages like Lua, Python ... and also web languages such as Javascript, HTML, PHP et al.
OK thanks. I know HTML; a bit of PHP due to the Joomla system. But I closed my site. I am completly new to coding and when I saw ppl saying game engines where a different language i was like
Reply With Quote
  #6  
Old 01-11-2009, 12:15 PM
dannys95 dannys95 is offline
Senior Member
iPhone 4, OS 4.x
 
Join Date: Sep 2008
Location: Earth
Posts: 5,253
Default

OK so I like to do the easy work first to get inspired. I don't wish to get in detail of my game. But I will build a city in Sketch-Up. Now I also need to design a ship like plane. Do I also build that but in a separate Sketch Up Pro file? And it would be nice if people posted some good FREE 3D game engines with good physics. Later on I will upgrade to Unity if I make the app but Unity Indie with iPhone Basic is $600! Thanks

Also; when building in Sketch Up; do I build size by how it looks or by the real life measures?
One more thing; can I use things from the Google Warehouse thing?

Last edited by dannys95; 01-11-2009 at 12:20 PM..
Reply With Quote
  #7  
Old 01-11-2009, 12:23 PM
Zandog Zandog is offline
Senior Member
 
Join Date: Dec 2008
Location: Seattle, Wa
Posts: 278
Default

Quote:
Originally Posted by dannys95 View Post
Per year?! I though it was pay once thing. Hmm... maybe I will post a teaser see if ppl would actually buy it before paying. Anyway; I will wait for other ppl to answer the other questions. Thanks
Given the fact that your developing an app that will cost the consumer a minimum of 99 to purchase per unit sold or free with promotional revenue incentive, the cost of "licensing" the right to publish your app over a service that exclusively and effectively reaches your customer base, is a minimal hit to the wallet. This form of authoring to an ever and rapidly growing platform base is about as cheap as its going to get in a cost effect manner. I really don't see it as Apple teasing people with job opportunity. I see it as Apple saying "Hey, if you can develop, we'll hook you up with a entrepreneurial avenue to make lots of money" with minimal loss if it doesn't work out. Try telling that to a development house that licenses a game or app SDK/Engine for hundreds of thousands of dollars, pays a publisher that much or more and barely breaks even. We've seen idev apps that make farting sounds exceed $35,000 dollars within weeks.

A good metaphor would be. Your being handed a Ferrari that just lacks a key for the ignition. You have to be that key. Research, develop and market well. Any app can be a gold mine.

$99 is just like stealing from Apple IMO.

Last edited by Zandog; 01-11-2009 at 12:26 PM.. Reason: Misspelll
Reply With Quote
  #8  
Old 01-11-2009, 12:27 PM
dannys95 dannys95 is offline
Senior Member
iPhone 4, OS 4.x
 
Join Date: Sep 2008
Location: Earth
Posts: 5,253
Default

I dont mind the 100 from apple; but thats about as much as I will budge for NOW. i dont have a lot of start up money; but when the app sells and i get money then i will update and make things better

Quote:
Originally Posted by Zandog View Post
Given the fact that your developing an app that will cost the consumer a minimum of 99 to purchase per unit sold or free with promotional revenue incentive, the cost of "licensing" the right to publish your app over a service that exclusively and effectively reaches your customer base, is a minimal hit to the wallet. This form of authoring to an ever and rapidly growing platform base is about as cheap as its going to get in a cost effect manner. I really don't see it as Apple teasing people with job opportunity. I see it as Apple saying "Hey, if you can develop, we'll hook you up with a entrepreneurial avenue to make lots of money" with minimal loss if it doesn't work out. Try telling that to a development house that licenses a game or app SDK/Engine for hundreds of thousands of dollars, pays a publisher that much or more and barely breaks even. We've seen idev apps that make farting sounds exceed $35,000 dollars within weeks.

A good metaphor would be. Your being handed a Ferrari that just lacks a key for the ignition. You have to be that key. Research, develop and market well. Any app can be a gold mine.

$99 is just like stealing from Apple IMO.
Reply With Quote
  #9  
Old 01-11-2009, 04:00 PM
brewstermax brewstermax is offline
Senior Member
iPhone 3GS, OS 4.x
 
Join Date: Nov 2008
Location: Wouldn't you like to know ;)
Posts: 2,632
Send a message via ICQ to brewstermax Send a message via AIM to brewstermax Send a message via MSN to brewstermax Send a message via Yahoo to brewstermax
Default

I'd like to know what you are making. You could make a fart app and make a killing.
Reply With Quote
  #10  
Old 01-11-2009, 05:16 PM
Frand's Avatar
Frand Frand is offline
Senior Member
 
Join Date: Oct 2008
Posts: 1,017
Default

@dannys95

I don't want to discourage you since it's great to have new devs starting up. But I would like to give a word of warning... the post makes it look like you have high expectations of what an engine and a physics module will do for you.

I've heard good things of Unity's ability to allow game developers to get interactive stuff running with minimal coding (no first-hand experience), so it might be a good idea to look into it. There should be a free trial version. But if you're starting with something else, I don't think you can avoid learning OpenGL ES and the basics of 3D programming.

But when it comes to physics, I have concerns that a packaged physics engine would be good to build the key elements of a game on top of. Most games that utilize Havok or PhysX do so for reactive elements that collide with the player and then just fly around convincingly, or are manipulated by the player. However, it sounds like you want the player character itself to be controlled by physics, and for that I would expect most developers to prefer direct control over, and therefore write their own code.

It also sounds like you're planning to do a 3D environment where the player is able to fly around, and you want to the flying to feel "real" because you mention a physics engine. If you've coded a 3D flight model before, I'll just be quiet and sit in the corner, but if you haven't... it's not exactly trivial.

Physics engines don't generally do anything other than give you colliders and forces, and that means you'll need to be prepared to spend an enormous amount of time setting up a simulation where something remains airborne despite gravity and behaves nicely (roll/pitch/yaw) according to player input.

Also if you bring in 3D buildings from SketchUp, you'll still need to define the collision geometry for the buildings separately (or use the bounding boxes of your visual meshes, and you'd need to code that too).

Since you mention that you have no previous experience in coding, it feels to me like you're biting quite a chunk for a first game. My humble recommendation would be to start with a 2D game concept: there are 2D physics engines available (but coding your own 2D Newtonian simulation wouldn't be that bad), the simulation will be much simpler to handle and performance on the device should be easier to manage.

In any case, I wish you good luck with the project.

Last edited by Frand; 01-11-2009 at 05:18 PM..
Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 2012, TouchArcade.com, LLC.

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Copyright 2008 - 2011, TouchArcade.com. Privacy Policy / DMCA Copyright Agent