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#11
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#12
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Just out of curiosity, if a game is over 10MB does it still appear on the App store over the network?
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#13
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we compressed everything we could; and there was also a lot of artwork to deal with. if you really want to support a version over the air - maybe consider a reduced; lite version which they can get; and buy a full version when they are looking for additional content - from the desktop computers.
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#14
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I know I will have to learn Xcode, and also a little bit of Objective-C. But what about C++? And which language should I start learning first? If I learn C++ will that help me to learn Objective-C? Would it be easier to learn Objective-C first, or Xcode?
Also, how well will I have to know each of these languages, from minimal, moderate, or advanced? ____________________ Well, I see that Unity is a good program. I understand that a lot of the unity games have great graphics? I'm really just looking for a program that is friendly toward new users going into Xcode. I plan on making a roguelike with simple graphics. Are roguelikes that have randomly generated dungeons difficult to make for beginners? I don't want to give too much away, as this project is a while away from now, but the graphics are probably going to be 8 to 16 bit inspired, so I don't need any amazing software to handle my game. I plan on the game being under 10mb. Any suggestions on any other programs for creating this sort of game I'm looking for? I would love advice from people that have made dungeon crawlers and roguelikes. Last edited by Twiddle; 02-14-2010 at 09:27 PM.. |
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#15
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Sorry, double post for the lose. Would love it if an admin could trash this post.
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#16
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Yeah it does. When the user tries to download it they get a popup stating that they will need to download it over a network.
Last edited by deeetour; 02-15-2010 at 02:56 AM.. |
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#17
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sounds like if you have no knowledge of code, it wont be quicker for you to do a c course...but as it sounds like the sort of game you want to make even though possible in unity, would be done more efficently and smaller ( if you knew what you were doing ) in objective c
or try another bit of middleware like gamesalad thats more 2d focussed. i can recommend the mac mini, nice bit of kit, if youve £500 spare, though i dont use mine much anymore, as a non coder, i had to hire code. factor in my time and every time i make an app, i need to sell 5000 copies at 99c. just to break even. ($3500 costs) as i sold 60 of my first app. its cheaper for me not to make a game lol. learning how to code, would get my costs down. but itd take me a year or 2 to be able to do anything useful. ... how saturated will the app store be then. on the build size issue, in unity i slaved to get my build to 9mb, with a 25mb uncompressed app in xcode. when released it was 14mb. doh! |
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#18
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#19
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Probably stated in another thread but Unity related. Apple raised the limit (for AT&T at least) to 20 megs downloading over the 3g network. Which means a lot of Unity made games will make the cut now. Its very exciting.
Too bad Lockdown is 40+ megs. |
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#20
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For me Unity 3d was the only real solution to get a quick game on the app store. With a few textures, sounds and a basic mesh we were able to get a Footy game under 20 Mb, brilliant.
--Potts http://itunes.com/apps/footyflick |
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