Never used Game Center before in my apps. So be nice if the question is naive. I'm not sure if this is the right place to ask either. :)
I'm currently thinking to make my app support Game Center, primarily for the purpose of promoting my app. My app actually is a puzzle like game, think of Crossword puzzles, so it's not a very much multi-player game. However, I think I can make it competitive: one makes puzzle and the other solves it; the second round, the players switch roles. Now, my question is if Game Center supports such format. For example, does Game Center allows user pass a string or other kind of objects to other player? If it does, then I can implement the puzzle (provided by one player) into a string and decode it at other players end.
This sounds like exactly what the turn based game APIs introduced in iOS 5 are for. Check the GsmeKit docs.
Related
Visually speaking, the "displayed image" (in the steam/vive window) looks very similar to any other game being rendered on the desktop. Eg: Counterstrike, WoW, etc.
Question: Why is it then these games don't "feel" like being in a VR environment?
Also, programmatically speaking (image rendering, camera angles, depth field, etc)
Question: Can a non-VR game work with the VR sets as long as you configure the controls to the headset and wands? Eg: Headset = joystick; wand buttons = menu etc.
Thank you.
Edit: Please let me know if you have any reading recommendations on this subject.
The non-VR games simply weren't made for VR.
That said, there are hacks that make non-VR games semi-work in VR. You can check out Vorpx for Oculus, but I don't know of anything for Vive. There will be very big issues and headaches, though.
A lot of things will look bad - like missing graphics as almost all games go through shortcuts so they don't render what you will not see. For example there is no sky in RTS games and the map ends just after the end of scrollable space. Or when you're driving a car in a race game, there probably isn't even more to the car then the dashboard (no seats, back of the car etc). No one should see them, so no one made them.
It's even worse with the user interface of these games, no one had depth in mind when they designed this, so you'll have an ammo counter that makes you cross eyes end such.
I could go on and on with the issues, as this is just the tip of the iceberg.
I am newby developer and I need to learn how to implement game center with one leaderbord into my game.My game is like flappy bird and I just need simple version of game center implementation. Give me please links to tutorials. I have read apple documentation on it but they dont show how to implement game center!!! Please help there are so many people who knows how to game center.
I was wondering if its better to add sprite by sprite(spritesheets) for the each level of the game? or is it better to add segment by segment for the levels in the game?
The thing is that i want to be able to have animated objects in my game.. like moving platforms, falling platforms, part of the wall that can smash your player, but the thing is the level has an end. its not an endless game like jetpack joyride... it has end per level like Badland
example:
Badland Side-Scrolling Action Adventure Game
Hello I would use SpriteHelper and LevelHelper. I have learned that they are very helpful in making game with levels. With these applications, you can plan out your level sprite by sprite. They are cheap. I know on the Mac App Store, LevelHelper is $24.99 and SpriteHelper is $16.99. SpriteHelper is a sprite packer and LevelHelper allows you to lay out your game world/level. Here are the websites for both.
LevelHelper- http://www.gamedevhelper.com/levelhelper/
SpriteHelper- http://www.gamedevhelper.com/spritehelper/
Ray Wenderlich has great tutorials on those two apps.
Here is the link: http://www.raywenderlich.com/28713/how-to-make-a-game-like-jetpack-joyride-using-latest-levelhelper-spritehelper-cocos2d-edition-part-1
This tutorial uses the example of "a game like Jetpack Joyride." I know that this is not the game you want to learn how to make but it gives you great insight about how to use LevelHelper and SpriteHelper. The links for the apps also have guides on how to use the two apps.
Hope this helped and Good Luck!
Is it possible to build an application that displays itself (TopMost) even when a game is running (Quake, Farcry, Black Ops, any Direct X driven game)
I would like to be able to record my key presses while I play a game for video recording.
It must be possible because FRAPS displays the FPS on top of everything that uses direct X, including video players.
Any thoughts?
First of all, it isn't that easy. FRAPs works with API-Injection, to set some code into the drawing-steps of the programs, where it takes the many different versions of directx and opengl into account. If found a link, where it is explained a little more: Case Study Fraps.
Maybe a solution to work in windowed mode and capture the input with global hooks is easier, but I never tried out something in this direction. If you want to work with api-hooks maybe this link will be useful: Direct3DHook
I want to develop a augmented reality game. Player will stand in a room and some cameras will take video of him. Idea is to add a monster to that video which will be seen by player with glasses or direct view from a lcd. Basically this can be done with some image proccessing consept. Adding colored parts or some markers where the monster will be and some hardworking would do that.
But my question is how to make this monster move and as a result have a video which monster looks like attacking the player. Actual game starts after that but I will go step by step. First step is to have that video with attacking monster.
I'm completely new to this , I only used opencv. So I will need some tools to achieve my goal. Where would you suggest me to start? I prefer C++ but any language with some api suggestions are also accepted. I m also open for theoretical, conceptual suggestions. Thank you for reading my question
Not: This idea came to my mind after watching anime Sword Art Online. If you like to watch animes and virtual reality stuff; I suggest you to watch it. It is a good one.
If you want the monster to move like attacking the player you will need to know the 3D coordinates of the player or some parts of the player. This can be done by making the player wearing recognizable markers that can be detected so homography can be extracted to get the 3D position.
You can start reading this post on the topic, it is about c++ agugmented reality on OpennCV.