So I’ve been using TexturePacker recently for my iphone game. It is a great tool and I would recommend it to everyone. However, I did run into an issue.
I took a break from coding my game for about 6 months and recently got back into it. Since then, a new version of texture packer was released. Everything seemed the same, but then I noticed that no matter what I did with anything made with the new version, my app would just crash with a SIGABRT error. No good. The code would work fine with the older spritesheets that was made in the past, but nothing new.
There is no denying that I really enjoy mobile dev. Time has not exactly been on my side in terms of it, but you cant say that the future is not in mobile devices (See the over 100 tablets at the recent CES event). And as much as I loved making my games for the palm pre, I cant help but be frustrated by a few key factors.
One, I do not like the developer tools. A lot of it has a rushed feeling to it and just does not give a solid feeling. If you want to make apps, use the unstable eclipse plug in…. or Ares… why not. If you want to make games using the PDK, use visual studio in windows or xcode on a mac. On top of that, there is a whole other SDK coming out to replace mojo. All of this makes it difficult to 1. easily develop apps or 2. Have a mature development community. It’s pretty annoying to run into a problem and not have anyone run into the same problem and no one really there to help out.
This being said, I have decided too make the jump to doing iPhone games. I know the market is already flooded with games for the iPhone, but with the matured community and tons of existing and proven frameworks, it is something I have enjoyed thus far. It has been a bit of a learning curve for me considering I havent done any objective C programming, but I am slowly learning.
Anyways, I want to try to keep up a daily blog of my learnings, goals for my game, etc.
Looking forward to more posts!
Five of more is released!
Well that didnt take too long. I would like to do a few more updates (difficulty level settings, global high scores, etc) so hopefully that wont take too long to get those updates out the door. If you experience any problems with it, please email me at email@example.com
Ive got an update to the game. Not too many visual changes. There was a bug where the buttons werent showing the text that was fixed. I have fixed PART of a path finding bug, only to find out there were two issues with it. I may have to just rewrite the path finding function. oh well.
I also fixed an ‘undo exploit’ where you could keep undoing and waiting for the right piece to drop in the right spot.
Anyways, feel free get the updated version
One of the things I love about Flex is how extensible it can be. You are able to make composite components to do almost anything you want using out of the box components. However, if you really want to take advantage of its power, it helps to have a good or in depth knowing of the interfaces that come with it. The reason to proclaim the importance is that using these interfaces, you will be able to create extremely light weight components, but you will be able to make them do whatever you want (in a programming sense of the phrase).
There are, of course, quite a few different interfaces. I have looked through them and picked out five interfaces that I consider to be the more important ones. For each, I will give a brief explanation of why they are important and where you would normally use them.
Best Practices, Flex, Learn This