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how can i build behavior shooter in iphone?

by Christian Kosasih · in iTorque 2D · 04/21/2010 (4:30 pm) · 15 replies

Hi, i just bought the torque engine a couple days ago and been playing with it since. i been following the tutorial about side scroller shooter. i want to see how behavior shooter in iphone. also can i use accelerometer for key binding? Also, i am looking a partner if some1 want to make game with me. thx'

ps, i am using pc since i dont have mac yet. do i need a mac in order to use simulator? i have iphone.
also, when i use search, i found guide that fall under torque3d iphone. since this cant be bought yet, no way i can access it>.<

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  • #1
    04/21/2010 (5:24 pm)
    you must own a mac to do any iphone development at all.
    you can not do any iphone development on windows, ever actually

    Thats stated on the iTGB page as well as the iphone dev portal when you check out the requirements for the iphone sdk when you sign up for your $99/year dev contract
    #2
    04/21/2010 (6:33 pm)
    Actually, you do NOT need a MAC.

    I use a PC for my iTGB, PhotoShop, VisualStudio 2008. Also on MY PC I have VMware Workstation that runs MAC OS and I compile and create the final part. That is ALL done on a PC.
    #3
    04/21/2010 (6:40 pm)
    VMware is not an option for me. i am running on t7200laptop with only 2did ram. i tried it and it runs very very slow. i am trying to install mac osx on pc. but yeah, so the only way to run the game is using mac osx. thx
    #4
    04/21/2010 (6:40 pm)
    I'm sorry dean but I doubt you will get any help from anyone by breaking your dev contract and OSX EULA and I would love if you wouldn't play smarty pant by suggesting breaking laws just for your fun
    #5
    04/21/2010 (7:38 pm)
    i am getting mac as soon as i got money and if there is a good macbook deal. but on the mean time, i still want to work on my program.
    #6
    04/22/2010 (12:52 am)
    Thats very well possible on the windows side to work on it.
    But you can not test it in any way nor will you be able to do any kind of performance estimation as thats only possible on the device itself.
    just ensure that your program runs with 25mb of ram, max 30mb, otherwise you will lose pre 3GS devices completely basically
    #7
    05/07/2010 (9:52 pm)
    i got my macbook pro now. yay.
    #8
    05/07/2010 (11:42 pm)
    I think you'll find that you'll still need to use the PC. The Mac is required for performance testing on the actual device, but the Mac version of iTGB is buggy and there is no Mac version of Torsion, which is essential in my oppinion. I gave up trying to develop anything on the Mac, and I only use mine for a few minutes each day for testing. I probably do about about 99% of my development work on a PC. If there was a version of Torsion for the Mac, I would make a lot more use of my Mac, but until that happens I don't see how it's possible to develop anything more than a simple demo without a proper IDE with debugging capabilities.
    #9
    05/08/2010 (12:33 am)
    Torsion is important for TGB
    But for iTGB you will find out that you are regularily working on the code side not on the script side for performance reasons.
    Also you likely don't implement much platform specific stuff if you work on the windows side cause no XCode means no iphone os, iphone sdk and UIKit, as well as no 3rd party iphone functionality like OpenFeint etc
    Not to forget are stuff like early and ongoing testing of responsiveness and input stuff which is iphone / osx only too.

    I think the art and part of coding can be done on the Windows side but 90%+ or even more is impossible, cause normally debugging, finetuning and optimizing makes the last 20% or so of the project and those are osx exclusive.


    Btw Torsion works fine from within VMWare Fusion, Parallels and even the Wine Bottler within some given borders works :D (there is a tutorial here on the iphone boards for the wine bottler)
    #10
    05/08/2010 (1:01 pm)
    Marc, interesting comments about scripting. So far, I've been doing everything in script, but I do have a lot of experience in C++ and some experience in Objective C also. Have you found that doing everything in script causes a big impact on overall performance?
    #11
    05/09/2010 (11:14 am)
    @Mark - I'm completely with Marc on this. I used to do most of my development and testing on Windows, then port over to OS X and work on optimization. I always hit speed bumps in this area, though I know that's not the case for everyone.

    Now, thanks to Wine Bottler, I actually do 90% of my work on a Mac. Wine Bottler is my system of choice for running Torsion. I really only use Windows for prototyping, debugging really intense C++ code (still trying to get the hang of Xcode), and occasionally asset management since most of my art tools are Windows based.

    Quote:Have you found that doing everything in script causes a big impact on overall performance?

    Yes. The more you write in C++ and Objective C, the faster your app will run. I usually adhere to this for complex behaviors, advanced math, and logic intense loops. I continue to use TorqueScript for game management, such as scene transitions, calling simple iPhone API (show keyboard), and prototyping. I'll even write in TorqueScript first, then port to C++ when I have the time.
    #12
    05/09/2010 (11:18 am)
    Oh. Back to the original post. We used to ship a Behavior Shooter components example that was geared toward the iPhone. This was a port of the PC project and suffered from two major points:

    1. Assets were manually scaled down, did not look good and had no optimizations

    2. While it showed great examples of C++ versions of behaviors, there was still way too much unoptimized code. It was a mess.

    Overall it was not a great demo. We are working on new examples that will show more features and better practices. If you want, we can still make the old demo accessible, so long as you realize it is not the best example.
    #13
    05/09/2010 (12:31 pm)
    the old demo actually up to at least 1.3 is present in there but hidden within the zip file as you need to upgrade it first manually with per level datablocks and alike
    #14
    05/10/2010 (1:02 pm)
    First of all thx, i found the old example .zip. ill look in to it. i am trying to decide to make my work on windows or mac. i installed windows on my mac book so i can work both ways. but i think i should focus on one. Running win7 on mac is buggy. i cant adjust brightness and it runs hot.

    #15
    05/11/2010 (1:02 am)
    Micheal, thanks for the feedback. I guess I'm still at the development using Windows followed by porting to OS X stage. That has worked ok so far, but you're right, as I'm getting more into optimisation I'm spending a lot more time on the Mac. I am not familar with Wine Bottler, so I will check for posts about that. I actually do like the Mac, and if I can find a good system that works I would prefer to do most of my development work there.

    Thanks,
    Mark