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Needing Advice for Starting a Solo Career on 2-D Games

05-01-2010, 03:29 PM
#1
Joined: May 2010
Location: California, USA
Posts: 200
Needing Advice for Starting a Solo Career on 2-D Games

I'm interested in becoming a 2-D game developer for the AppStore. I already know how to (somewhat) begin: Familiar myself with Objective-C, Purchase iPhone SDK on Mac, start out with a game engine, and so on. The thing is, I want to know (from the Pros) which 2-D game engine I should look in to. I started out with free version of the Unity3D Engine, but it didn't quite grab my attention as I researched many other engines. So, which graphic engines should I be looking into to create 2-D games? Also, which guide books should I consider buying on Amazon to better understand Objective-C and other computer language coding?

- Currently, I've researched Unity3D Engine, OpenGL, GameSalad, Quartz 2D and COCOS2D.

- I've also researched the guidebooks, "Beginning iPhone 3 Development: Exploring the iPhone SDK", "Learn Objective–C on the Mac (Learn Series)", and "iPhone Game Development: Developing 2D & 3D games in Objective-C (Animal Guide)". Let me know what you think.

I'm really new to the iPhone Development Realm so forgive me if I may have spoken out of term.
If you could also post websites, that would be swell. Lastly, if there are other threads you can direct me to regarding these issues, please let me know (I'm rather new to this site).

Cheers!! ,

ManofAegis

P.S.: Thanks in advance!!!

Last edited by ManofAegis; 05-01-2010 at 03:33 PM.
05-01-2010, 03:55 PM
#2
Joined: Dec 2008
Location: Los Angeles, CA
Posts: 232
The best thing to do is just to pick one and start making something, you'll find a lot of help online.

Cocos is a good bet for the iPhone since it's Objective-C based, so you'll learn stuff that is useful on that platform in general. Starting from scratch in OpenGL doesn't make a lot of sense when cocos is available, unless you're very interested in code and engines (or, if you want to learn more portable skills!). If you just want to make games already, cocos will get you going sooner.

GameSalad is a nice option if you don't really want to learn how to write code. If you're more into art and game design, download it and start making some stuff.

Check out this book too, it's new, but it's written by great guys and it covers the right kind of thing for you: http://apress.com/book/view/1430225998

Last edited by GavinBowman; 05-01-2010 at 04:01 PM.

05-01-2010, 04:20 PM
#3
Joined: May 2010
Location: California, USA
Posts: 200
Alright, thanks for the advice. I'll look into your suggestions.
05-01-2010, 04:49 PM
#4
I second the suggestion to use Cocos2d. In the short time I've been using it to develop my upcoming 2D game, I've found it to be very flexible yet easy to understand and implement. The aspect I like the most is that it never seems to 'get in the way' of my game logic and subsequent coding. I've never had to work around any shortcomings with the framework.

This has let me concentrate on what I class as the fun parts of developing the game and not have to continually wrestle with the low level OpenGL API. If I do need to call some OGL stuff though, I can do so via a CCNode's (generally a Scene, Layer or Sprite) draw() function. Brilliant!

I would not personally recommend Quartz for anything other than a very simple 2D game. I found in the early days of learning and playing with the iPhone SDK that Quartz does tend to struggle with increasing graphical tasks.

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Last edited by StevePerks; 05-01-2010 at 05:05 PM.
05-01-2010, 05:23 PM
#5
Joined: Feb 2009
Location: San Jose, CA
Posts: 546
Adding my support for Cocos. I've used it for four games, and there have been several Top 25 games that have used Cocos. Highly recommended.
05-01-2010, 05:46 PM
#6
Joined: Feb 2010
Location: Candy Mountain, Charlie!
Posts: 658
Yeah, coco is really nice. IT's easy to understand, and flexible. Really good.
05-01-2010, 07:18 PM
#7
Joined: May 2010
Location: California, USA
Posts: 200
I appreciate the advice, Thank you!
Could someone post a link to the download of COCOS2D (if that's allowed)?

Last edited by ManofAegis; 05-01-2010 at 09:40 PM.
05-01-2010, 10:25 PM
#9
If you do end up using cocos2d as your game engine, I recommend that you consider buying the source code to riq's game.

http://www.sapusmedia.com/sources/
05-01-2010, 11:40 PM
#10
What ever you do don't quit your day job!

This is the best piece of advice anyone can give you. The 2d game space is so overcrowded on iTunes making it extremely hard for you to scratch out a living. Please, please, please go into this venture part time first to get your feet wet. It is tough to make it worthwhile financially.

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Last edited by Syndicated Puzzles; 05-03-2010 at 07:18 AM.