Here's the latest update of the Rejected Basketball App. After spending some time developing and learning Unity 5 I've finally got in some physics to make the game work. I'm quite impressed with the ability to export to multiple platforms and I've now tested on both iPhone and Android.
So far I've built some sprites, used the splicer got in a backboard and a ring, tracking for the ball going through the hoop for scoring. I've got in colliders for counting blocks made by the player and the jumping of the main character. I got in some basic animations for the basketball, the main character sprite, the net for the ball swishing through.
If you see the screenshot of the game above, its coming together, but I would like to bring the crowd alive. My next post I'll share how I'm going to do this.
Next up I'm going to revamp all the graphics. Which is becoming more important as I start to promote the Rejected App. Check out the Facebook Page.
If you have any suggestions, just let me know.
Sunday, 26 April 2015
Saturday, 11 April 2015
Unity 5 Experimentation - Sariodev
I spent around 10 minutes playing with Unity 5 and just using some in built models I've managed to apply some 2D physics and make a plane jump up and down whilst a car jumps towards it.
This was just step one to try and manipulate a couple things. Next step is to build all the graphics for the game so that I can import them to the project. For some initial vector based graphics I'm using Visio and then to clean it up, particularly for the game background I will be using GIMP. The idea is to use very basic graphics to fit this 2D style game to appeal to casual gamers. The app is not going to be your typical basketball app. Here's a sneak peek into some of the concept art.
As I build this game I will continue to share my game development progress and who knows, maybe I can have a beta out relatively quickly.
This was just step one to try and manipulate a couple things. Next step is to build all the graphics for the game so that I can import them to the project. For some initial vector based graphics I'm using Visio and then to clean it up, particularly for the game background I will be using GIMP. The idea is to use very basic graphics to fit this 2D style game to appeal to casual gamers. The app is not going to be your typical basketball app. Here's a sneak peek into some of the concept art.
As I build this game I will continue to share my game development progress and who knows, maybe I can have a beta out relatively quickly.
Wednesday, 8 April 2015
Building Mobile Apps with Unity 5
The next addition to the SarioDev Apps suite is coming soon and this time, this app will have a game engine behind it to bring a better game experience.
After learning mobile development in iOS, Android and Windows it's come to a point where time consumption becomes more and more prevalent. In this case I need a solution with one code base that is compatible with all the platforms I want to target.
So enter Unity 5. I decided on Unity 5 because of 3 simple reasons; firstly, it's currently free! (Unless I make over $100k with app in fiscal year - here's hoping), next it can deploy to all platforms and lastly I can develop in C#.
I've started learning with the following tutorial titled "cloney bird" - which I've found very useful.
I'll be updating here with some graphics and progress. If I use any other tutorials I'll include it as well.
For the curious, if you've made it this far, the next app will be titled "Shot Blocker" and will be initially available on Android.
After learning mobile development in iOS, Android and Windows it's come to a point where time consumption becomes more and more prevalent. In this case I need a solution with one code base that is compatible with all the platforms I want to target.
So enter Unity 5. I decided on Unity 5 because of 3 simple reasons; firstly, it's currently free! (Unless I make over $100k with app in fiscal year - here's hoping), next it can deploy to all platforms and lastly I can develop in C#.
I've started learning with the following tutorial titled "cloney bird" - which I've found very useful.
I'll be updating here with some graphics and progress. If I use any other tutorials I'll include it as well.
For the curious, if you've made it this far, the next app will be titled "Shot Blocker" and will be initially available on Android.
Labels:
android,
apple,
apps,
development,
game,
game engine,
ios,
mobile app,
SarioDev,
unity 5
Saturday, 10 January 2015
IN 5 Coming to iPhone
Tomorrow marks the day when development of IN 5 for iPhone begins !
Definitely looking forward to it. But how did I finally get to the stage where I was ready to start developing it?
After previously reviewing the possibility of learning Swift I decided to just start building with Objective-C. As I've started learning XCODE and using the Apple side of development I'm starting to build some level of familiarity with it. Of course my experience has primarily been in C# for Windows Platform and Java for Android. The development approach is more similar in these 2 in comparison with iPhone.
What I must say is that I have adapted to the storyboard approach and segue/view controllers etc and as IN 5 is a minimalist app I should have no problems building the skeleton. The design and theme are built in the Android version so IN 5 should be coming soon.
If you don't know what IN 5 is you can check it out here on SarioDev Apps site and if you have an Android device you can download it on the Android Play Store.
Happy developing all!
Labels:
android,
apple,
apps,
Browser,
IN 5,
iPhone,
Objective-C,
Productivity,
SarioDev,
swift
Wednesday, 4 June 2014
Apple's Swift. Good timing for SarioDev Apps to adopt?
Apple announced their new programming language Swift to replace Objective C.
I was seeing some developers unhappy about this but to consider the situation for SarioDev Apps, one factor for no iOS apps as yet (among others) was learning objective C.
After reading the article released by The Next Web it got me thinking that this could be a great opportunity to bring 10Up or IN5 to the iPhone.
Perhaps it's good that I hadn't started development on iOS yet.
Anyone else have thoughts on Swift and Apples move to change?
As reported by The Next Web,
Here’s what developers think about Apple’s new Swift programming language http://thenextweb.com/apple/2014/06/03/developers-apples-swift-huge-potential/
Labels:
10Up,
apple,
apps,
IN5,
objective c,
SarioDev,
swift,
tech news,
the next web
Wednesday, 21 May 2014
10Up next major update: Developing Levels
Here's a sneak peek at the progress for the next major 10Up update! Thoughts?
10Up Number Puzzle Game(Android) Developing Levels: http://youtu.be/CIiS0fxP8GY
10Up Number Puzzle Game(Android) Developing Levels: http://youtu.be/CIiS0fxP8GY
Sunday, 18 May 2014
10Up set to come with 100 new levels on next update!
The next update for 10Up has promised to come with levels in response to many users who would like this mode.
This mode will be focused on the puzzles itself and allow the users a more detailed and progressive experience.
This will be very meaningful to new users to the game concept as they are coached with learning the game flow. Experienced users will enjoy tracking their progress and allowing focus on solving puzzles in a non-frantic manner.
Here's a sneak peek of the main screen with Levels update. There could be 100 brand new levels for users to explore!
Is the levels mode a good idea? Comment and let us know!
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