If you've got my Wizard's Magic Ball app, then you may have noticed an update today.
That update is a neat, new customization feature. It allows you to write and record your own answers for the Wizard's Magic Ball. If you're unhappy with what you've recorded, you can always restore the default voices (though, you have to save again if you want the default to stay on).
Also, if you look at the screenshot to the left, you'll probably notice the difference in color between the "yes" and "no" answers. This is to indicate which group the answers are in for rigging. If you rig for "no," you'll get an answer for the orange group, and if you rig for "yes," you'll get an answer from the green group.
Go try it!
Also, look for a couple of very special updates tomorrow....
*Sneak*
(Oh, side note: this is not yet released on Android. That will happen sometime soon...)
Showing posts with label transformer. Show all posts
Showing posts with label transformer. Show all posts
Saturday, September 29, 2012
Wizard's Magic Ball 2.0 - Delivered!
Labels:
Amazon,
android,
Apple,
asus,
ball,
beginner,
beginning,
Corona,
Corona SDK,
game development,
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Sunday, March 4, 2012
Wizard's Magic Ball - Delivered!
UPDATE: My app is in the App Store as well.
It has taken long enough, but I finally got an app delivered.
It turns out that even the smallest of apps is a ton of work. Even this one, which was made with the use of the wonderful Corona SDK.
If you're interested in developing for iOS or Android and don't have the time, energy, or money to get up to speed with both Objective-C and Java, I highly recommend Corona. Best of all, it's free to try out, so what are you waiting for?
That being said, I learned quite a bit in getting this little app to market:
1) Windows may not care about file name capitalization, but every other OS does, so if you're developing on Windows, do yourself a favor and pick a simple strategy for naming files (like keeping them all lowercase) and stick to it. I spent several hours trying to figure out why my app wouldn't work on my tablet, only to trace it down to a reference to "LevelEditor" when the file name was "levelEditor."
2) Multiple X-Code installs will likely cause a headache when attempting to deploy to your iOS device. This site was instrumental in getting my system setup to deploy Corona apps:
http://pushkararora.com/how- to/how-to-uninstall-xcode- completely/
3) For current Corona users, you need the following: X-Code 4.2 (4.3 is currently not working with Corona because of some of Apple's changes), and the current Application Loader. Application Loader can be found on iTunesConnect, a site you will probably never have heard of, if you haven't done any iOS development before. Also, it's almost impossible to find (go to Manage Applications, then look at the bottom under Application Loader). The easiest way to get up to speed is to uninstall all X-Code installs, restart your system, install X-Code 4.2, restart your system, install the latest Application Loader, restart your system, and proceed from there.
4) Apple must use stagecoaches to deliver your app to the reviewers. Also, their process for signing apps must have been borrowed from the Dead Sea scrolls. For reference, it took me about an hour to get my app on the Android and Amazon market places. It also cost me $25 (that was for the Android market, Amazon costs $99 a year, but they're waving the first year). To get it on the Apple Store took me an entire day and $99. Also, it's still not out yet. I have to wait at least a week for them to accept my contract so that I can sell apps and at least a week for them to review my app (as of right now, the app has still not been picked up for review). Be forewarned. If you have any sort of deadline, get your Apple accounts squared away before starting on your app.
5) Corona is awesome, but there are some things to be aware of, most notably: test on as many devices as you can because the resolution will be an issue. Corona comes with some neat scaling features, but while that works well for scaling big images to the right size, it doesn't help out so much with positioning of game elements. I wrote a utility class for take the device's resolution and using that to scale all my elements and positions to the right places. NOTE: Corona auto-scales assets if they won't fit in texture memory. That means that, with my code, I had to make a special case to deal with assets that might run afoul of the texture memory limits on some devices (basically, anything over 1024x1024).
6) Make sure that you make a vector version of some of your screens and your app icon because you'll need a set of screens and icons in a myriad of sizes for each market place.
7) Asus Transformers often have a power button issue that comes from the outer button not lining up with the physical one inside. I'm still trying to get mine fixed, but be forewarned if you're thinking about picking one up for running your apps.
8) Getting an app onto the market places where people can buy it and play it is an awesome feeling. I recommend everyone try it out.
It has taken long enough, but I finally got an app delivered.
(click the image to go to Android market)
If you're interested in developing for iOS or Android and don't have the time, energy, or money to get up to speed with both Objective-C and Java, I highly recommend Corona. Best of all, it's free to try out, so what are you waiting for?
That being said, I learned quite a bit in getting this little app to market:
1) Windows may not care about file name capitalization, but every other OS does, so if you're developing on Windows, do yourself a favor and pick a simple strategy for naming files (like keeping them all lowercase) and stick to it. I spent several hours trying to figure out why my app wouldn't work on my tablet, only to trace it down to a reference to "LevelEditor" when the file name was "levelEditor."
2) Multiple X-Code installs will likely cause a headache when attempting to deploy to your iOS device. This site was instrumental in getting my system setup to deploy Corona apps:
http://pushkararora.com/how-
3) For current Corona users, you need the following: X-Code 4.2 (4.3 is currently not working with Corona because of some of Apple's changes), and the current Application Loader. Application Loader can be found on iTunesConnect, a site you will probably never have heard of, if you haven't done any iOS development before. Also, it's almost impossible to find (go to Manage Applications, then look at the bottom under Application Loader). The easiest way to get up to speed is to uninstall all X-Code installs, restart your system, install X-Code 4.2, restart your system, install the latest Application Loader, restart your system, and proceed from there.
4) Apple must use stagecoaches to deliver your app to the reviewers. Also, their process for signing apps must have been borrowed from the Dead Sea scrolls. For reference, it took me about an hour to get my app on the Android and Amazon market places. It also cost me $25 (that was for the Android market, Amazon costs $99 a year, but they're waving the first year). To get it on the Apple Store took me an entire day and $99. Also, it's still not out yet. I have to wait at least a week for them to accept my contract so that I can sell apps and at least a week for them to review my app (as of right now, the app has still not been picked up for review). Be forewarned. If you have any sort of deadline, get your Apple accounts squared away before starting on your app.
5) Corona is awesome, but there are some things to be aware of, most notably: test on as many devices as you can because the resolution will be an issue. Corona comes with some neat scaling features, but while that works well for scaling big images to the right size, it doesn't help out so much with positioning of game elements. I wrote a utility class for take the device's resolution and using that to scale all my elements and positions to the right places. NOTE: Corona auto-scales assets if they won't fit in texture memory. That means that, with my code, I had to make a special case to deal with assets that might run afoul of the texture memory limits on some devices (basically, anything over 1024x1024).
6) Make sure that you make a vector version of some of your screens and your app icon because you'll need a set of screens and icons in a myriad of sizes for each market place.
7) Asus Transformers often have a power button issue that comes from the outer button not lining up with the physical one inside. I'm still trying to get mine fixed, but be forewarned if you're thinking about picking one up for running your apps.
8) Getting an app onto the market places where people can buy it and play it is an awesome feeling. I recommend everyone try it out.
Labels:
Amazon,
android,
Apple,
asus,
ball,
beginner,
beginning,
Corona,
Corona SDK,
game development,
games,
iOS,
iPad,
iPod,
magic,
programming,
transformer,
wizard,
xcode
Tuesday, July 26, 2011
Alright, time to get to work.
So, as I usually do, I'm juggling about a million projects. They are as follows:
-learning enough Android programming to make games and a magazine for my Asus Transformer tablet
-creating content for aforementioned magazine (this includes fiction writing, reviews, music, video, games, art, pictures, design, etc.)
-learning Ruby on Rails because it would be useful at work
-picking up new activities (I'm going to try out lacrosse this weekend if all goes as planned)
-moving to minimalist footwear
-and all those things I've mentioned previously...
My plan here, though, is to share my knowledge. And that's just what I'm going to do. So, when I'm not doing one of the above things or getting sucked into episodes of Dr. Who and Torchwood, I'm going to document what I'm doing to accomplish these tasks.
First, a quick tip for would be Android tablet programmers. Tablets are running Android 3.0 (Honeycomb), API level 11 and up. If you're jumping right into Android programming for the first time, you'll probably glaze over the whole API level thing. What you'll miss in doing so is that, if you don't set your MINIMUM API level to 11 or above, you resultant project will not support a tablet's resolution. So, despite having your target at the latest Honeycomb release, you'll get a nifty little app with a view the size of an Android phone, leaving the rest of your monstrous tablet blank.
Alright, back to programming. Hopefully, I'll have some cool info in the near future. Also, I plan on adding links for all the nifty stuff I find in the future (I lost the link that explained the aforementioned tip).
Anyway, if you're reading this, I hope you too are doing something awesome. If so, you should share.
-learning enough Android programming to make games and a magazine for my Asus Transformer tablet
-creating content for aforementioned magazine (this includes fiction writing, reviews, music, video, games, art, pictures, design, etc.)
-learning Ruby on Rails because it would be useful at work
-picking up new activities (I'm going to try out lacrosse this weekend if all goes as planned)
-moving to minimalist footwear
-and all those things I've mentioned previously...
My plan here, though, is to share my knowledge. And that's just what I'm going to do. So, when I'm not doing one of the above things or getting sucked into episodes of Dr. Who and Torchwood, I'm going to document what I'm doing to accomplish these tasks.
First, a quick tip for would be Android tablet programmers. Tablets are running Android 3.0 (Honeycomb), API level 11 and up. If you're jumping right into Android programming for the first time, you'll probably glaze over the whole API level thing. What you'll miss in doing so is that, if you don't set your MINIMUM API level to 11 or above, you resultant project will not support a tablet's resolution. So, despite having your target at the latest Honeycomb release, you'll get a nifty little app with a view the size of an Android phone, leaving the rest of your monstrous tablet blank.
Alright, back to programming. Hopefully, I'll have some cool info in the near future. Also, I plan on adding links for all the nifty stuff I find in the future (I lost the link that explained the aforementioned tip).
Anyway, if you're reading this, I hope you too are doing something awesome. If so, you should share.
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