How to create a game on the iPad

The first steps in iOS development

Building games for devices like the iPhone and iPad requires a different approach than for PC games. Unlike the PC market, your target hardware is standardized and not as fast or powerful as a computer with a dedicated video card. So, you’re going to be taking a slightly different approach to developing games for these platforms. The features available in Unity for iOS are also slightly different from those for PC games.

You don’t need an Apple Developer account to build to devices; any Apple ID is sufficient for building only to your own device for testing.

Before you can run Unity iOS games on a real device, you’ll need to have your own Apple Developer account verified and set up. This includes setting up your team, adding your devices, and setting up Provisioning profiles. All of these settings are done through Apple’s developer website. Т.к. is a complex process, then we’ve outlined a little bit about the goals that need to be met before you can run code on your iOS devices. However, what’s best is to follow the step-by-step instructions on the Apple iPhone developer portal.

How ideas get stolen

Later came the moment when I realized it was time to enter the market with such a good game, where there is even more money. AppStore. the very store where iPhone/iPod/iPad apps are sold. Why not try? It wasn’t easy. The Objective-C language, which is basically used to develop iPhone/iPad apps, was hard to come by. The situation was helped by cocos2d, one of the most famous game engines that makes it easy to create games for iOS. After a few days of experimentation, I got a working piece of kit. The inspiration woke up, the first results (they were just bricks falling on a stationary beam) couldn’t help but rejoice, and I could already see my little ragdolls flying around the screen of my i-device. But I heard a rumor that Ragdoll Blaster was in the AppStore. After immediately installing it on my device, I realized that I was a little late with my game.

Ragdoll Blaster is not just a clone, but a hard Ragdoll Cannon rip-off. The clever guys, of course, screwed in a couple of new features and remade almost all the levels, but the borrowing was obvious. I was pretty drunk that day. Tomorrow complaints to Apple were of no avail, shrewd scoundrels began to intimidate me with lawyers, countersuits, etc. My spirit was broken. I gave up iOS development and returned to making money from flash games.

Objective-C

A quick recap of some basic language information. Objective-C is a compiled object-oriented programming language used for writing applications for Apple systems. Is a superset, or in other words a superstructure over C, inheriting from the latter the syntax, data types, ways to control the execution of the program, and adding to it the possibility of object-oriented programming. a description of classes and methods.

Like in C, objects play a central role in Objective-C, and four paradigms are associated with them: abstraction, encapsulation, inheritance, polymoism. The C language is strictly typified, while Objective-C is weakly typified or has a dynamic system of data types. Similar to Smalltalk, Objective-C sends messages to objects. This is an exceptional feature of dynamic languages, because the type of objects is checked at runtime, not at compile time.

The description of Objective-C language takes more than one voluminous volume. Therefore, to gain objective knowledge, it is convenient to take a Mobile Developer course. An entire section of the course is devoted to this language.

Unity iOS: How to set up and build a project?

Projects for iOS are somewhat different from projects for other platforms. In this article we will go step by step through the steps necessary to build a successful iOS app and discuss some aspects of optimizing apps for mobile platforms.

Before you run the Unity iOS app on a real device, and you can’t compile your project without one, you need to create your own Apple Developer account (Apple Developer), and follow a few steps to be able to build and run your project on any of the devices.

First. What you need to do is apply to Apple to become a registered developer. To do this, go to Apple’s website: https://developer.Apple.com/programs/

Second: You need to update your operating system and your copy of iTunes. Please note that these are Apple’s requirements. As part of using the iPhone SDK. And these requirements may change over time.

Third, you must download and install the latest version of iOS SDK from the iOS dev center.

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Along with the iOS SDK, XCode will be installed.

Fourth, you will need to get a device ID. To do this, connect your iOS device to your Mac with a USB cable, and launch XCode. XCode will detect your phone as a new device and you’ll need to register it by clicking on the “Use For Development” button. After that the Organizer window usually opens, but if it doesn’t, open it manually through Window-Organizer. You should see your device in the list of devices on the left; select it and write down the UDID of your device (which is about 40 characters long).

Fifth : adding a device. To do this we will need to go to the iPhone Developer Center (https://developer.Apple.com/iPhone/) and enter the software portal (button to the right). On the Devices page, click the link on the left, and then click the Add Device button on the right. Enter a name for your device (only letters and numbers) and your device ID (listed above in step 4). When you have finished, click on Submit.

Sixth: Create a certificate. For iPhone Developer Program Portal, click on Certificates link on the left side and click the plus sign to add a new certificate.

Seventh : download and install the WWDR intermediate certificate. The download link is located in the same section “Certificates” (just above “Important Notice”) signed WWDR Intermediate Certificate. After you finish downloading it, double-click on it to install the certificate.

The eighth and last in preparation is to create the Provisioning file. It is tricky to find generic instructions for Provisioning, so you will need to check out the Provisioning How-to section (http://developer).Apple.com/iPhone/manage/provisioningprofiles/howto.action) at the Apple developer’s website.

This concludes the setup of the developer account, and we can proceed with setting up Unity and building the first project.

So, we need to change the platform, by default in Unity is Windows. Launch Unity and after startup open the Build Settings window. FileBuild Settings and in the item on the right you will see a list of available platforms. We need to choose iOS, click on the Switch platform button and Unity will automatically configure your project for the new platform. If you don’t have iOS installed the Switch platform button will be inactive and in the center of the window you will see the Open download page button. Pressing it will start automatic downloading of the necessary module.

For the first build you are all set. Now let’s see how to build a project. In the Build Settings window we have two buttons: Bould and Build and Run. When you click the Build button, a window will appear where you will be prompted to select a folder for your application.

After confirming the folder selection, an XCode project is generated with all the necessary libraries pre-compiled.NET code and serialized assemblies. And when you click Build and Run, the Build step is performed, and then the XCode project is built and deployed to the connected device. Note that if you select an existing folder in the Save Project window, a warning message will be displayed. At this point you can choose between 2 modes of XCode project generation:

replace. all files from the target folder are deleted and new content is generated there.

append. “Data”, “Libraries” and the root folder of the project are cleared and filled with the new contents. The XCode project file is updated with the latest changes to the Unity project.

Now connect our iPhone to our Mac and press Build and Run. We are waiting for the completion of assembly and launch of the freshly assembled application on the device. But nothing happens. Probably because our project is empty. Let’s add a little text to it. To do this let’s click on GameObjectUIText. The project will automatically create a Canvas in which the UI Text element will appear.

Slightly change its size and position on the screen. On the left in the inspector make pos x, pos y and pos z equal to zero. Now our text will always be in the center of the screen. Then let’s set the size of our text. Let the width be 400 and the height 150.

Then the text itself, “Hello, world!”

We’ll need to format it a bit to make the text visible on the screen. To do this, change the Font Size to a value until our inscription is clearly visible and does not fit into a single line.

Characteristics of Roblox Studio: a tool for creating games

Roblox Studio can do amazing things, from manipulating objects to using special codes, commands and functions. But to let you know how to get the most out of this tool, take a look at its basic features:

  • Huge Community: You can communicate with 100 million players every month all over the world thanks to the Roblox Studio Community.
  • Earn money: With your games you can earn a real income in a completely legal way, this is one of the most valuable features of the platform.
  • Start freeThe best part is that you don’t have to pay to start creating your own games, just sign up and start creating new worlds.
  • Use your imagination: in Roblox, you have the opportunity to create anything you can imagine and share it with others.
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Stage IV. Preparing for the release

Experienced entrepreneurs know that creating a good product is only half the battle. It’s just as important to present it well. So it’s exactly the same with games.

The first thing a user sees on the appstore is an icon and screenshots of the game. Looking at them, in fact, a decision to buy, which means that they have to be mega-cool.

To make the presentation of the game as spectacular as possible, it was decided to refuse from pure screenshots, refine them and add a promotional text.

To create the main screenshot, we used a ready-made screensaver, supplementing it with the title in electric discharges.

The final touch is an icon in the form of a robot hand holding a cyber ball game.

Since its release in late 2011, Cybernarium has been one of the top 100 arcade games in more than 50 countries, and the design has gotten great reviews, especially from fans of cyberpunk and sci-fi. And that means we didn’t try for nothing.

If you want to feel everything and check your feelings, welcome!! Download the game for iPhone and iPad here. And for owners of devices on other operating systems, there are videos on YouTube. Welcome to Cybernarium:

Addressing native C, C, or Objective-C code in scripts

Unity allows you to call custom native functions written in C, C, or Objective-C directly from C# scripts. For information on how to bind native features, visit the Plugins page.

Unity iOS app allows you to download new content, and you can use this feature to implement in-game purchases. For further information see. help page downloadable content.

Abyss Protection or our vision of Tower Defence!

Hi! I’m a member of gamedev studio Exbyte and today I would like to tell you about our yet to be released game Abyss Protection, namely what it is and what is eaten with tower defense, seasoned with deep lore, bright cartoon style and almost an infinite number of different levels, but first about us!

Exbyte Studios originated in the very depths of the pandemic, namely the fall of 2020, when the coronavirus decided that it would go to school instead of university and institute students after the summer break ended. The story of the appearance of the studio can truly be compared with the biblical, we also had the first word, but that word was: “Stump”. Yes yes, a short unsightly, perhaps a little rotten stump, which one of our future 3D designers modeled on a cloudy evening. There was something so profound, so penetrating and mesmerizing about this stump that it made the rest of the team, still a handful of classmates at the time, ponder and unanimously decide. “The studio to be!”.

The series of fortunate accidents that began on the stump continued, perhaps even multiplied. After all, what are the chances that in this very handful of classmates there will be a talented manager who is willing to take on the burden of game designer and then lead everyone, and novice coders who grasped everything on the fly, plus, even more surprisingly, who chose the same programming language as a hobby, and many-many who else. All these people felt like cogs in a huge mechanism, and in the crucible of the mechanism many prototypes were made.

But only in fairy tales is everything good At that time the newly born studio followed the path of many similar studios and nearly drowned under the weight of its own ambitions. We decided not to teach our first project to crawl, but to take it up in flight. It was a huge-sized network game of MMO genre, dungeons, various in appearance and complexity mechanics, a story that would show all sci fi projects where reapers and sith winter, a map with a bunch of biomes and cities. all this had to do 8 people, who a few days ago tried on the role of employees of a small indie studio. Then, contrary to the number of works, the general level of enthusiasm prevailed over the general level of sanity, and the process began. It started briskly, everyone progressed before their eyes, but from that the general field of tasks also became clear and distinct, the fog of newcomers was gone, which hid the hills, no, the mountains demanding attention, and meanwhile the budget of our studio (as now) was pure enthusiasm in the quantity of one piece, a sandwich with sausage in the quantity of one piece. So as not to starve / go crazy / run away employees decided to focus on smaller projects, which allowed even more to hone skills on a completely different styles, mechanics and subsequently to bring one of these units to tolerable condition. Yes, as you have already guessed this project was Abyss Protection.

Originally no one could imagine that from all piles of prototypes (And they really are not a few) would come out this one. After all, let’s be honest, towerdefence is not the most popular genre with, in general, already established formula. On the market to this day you can find very few projects that have decided to challenge the gold standard of the genre and squeeze his three monumental elephants with their giraffes. But before we talk about giraffes, it’s worth a little bit to get into the elephants themselves. And the first is tactics. During 100% of the gameplay you should be as focused as possible: on the map, staying and staying enemy forces, your resources and units. All this data should be kept in mind and along with it skillfully juggled like a first-rate magician. What types of enemies are worth destroying as quickly as possible, which waves are still worth “ignoring” in order to deal with the most dangerous ones, which units are most effective in this situation. all these constant questions create tension, and with it the corresponding interest. After all, you must agree that when the last friendly arrow has put an end to the story, when the last rascal has fallen the feeling of euphoria and his genius of tactics instantly raises the level of endoin. Life gets better, life gets funnier.

The second elephant is the reason for the need for tactics and any action in the world of tower defense in general. your home, your fortress. Why take any action to defend against the adversaries when you have nothing behind younothing, no fortress in which your hero recently drank a hop side by side with his soldiers, no city in which the very same. That is why I think we can even call this elephant a game-forming elephant, because without motivation any action will seem pointless. And finally, the third elephant is progression. Throughout its history, humanity has evolved, overcoming more and more challenges. Severe climatic conditions, vast distances on Earth, in space, and possibly in the future in time. Development is one of the main goals of every person and in games everything works exactly the same. Improvement of units, a fortress allows you to destroy and withstand the attacks of more and more giant opponents, who in the first levels just their appearance said no, screamed about your total defeat. It definitely adds hormones of joy to their overall piggy bank.

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So all the elephants have been measured and described, now it’s the giraffes’ turn. I said at the beginning that we’re going to squeeze, not overthrow, the three fundamental animals, because they work, but they don’t work perfectly. Plot and lore is one of the things we decided to pay attention to. In Abyss Protection, the role of “fortresses” and “cities” has been taken over by the fiefdoms, parts of a great kingdom that was split apart by a terrible cataclysm. From now on feuds are scattered in different dimensions, and you as the only heir to the throne must find each of them and snatch them from the clutches of terrible enemies. Each feud will have a unique history, its own path of development and unique heroes that will assist in your hard work. Also by your own actions you will determine who the evil invaders are and what goals they are hiding. Individuality of the gameplay will give not only the story, but also the generation. Each dimension, the appearance of enemies and feuds will be procedurally created at a new level, coupled with the number of effects, a variety of assets, enemies and upgrades, which will only grow over time. repetitive situations become the absolute exception.

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