- Sep 13, 2001
- 53,255
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DISCLAIMER: I contacted the mods about this and they said it was fine for me to post this on here, so before anyone claims spam, I have asked for permission and got it!!
so after the tappy bird craze, it made me start to look into how to make mobile games. i quickly came across the cocos2d library for iOS and started messing with it. after about a 45 minute tutorial i had something up and running. i was pretty impressed with how simple it was to do stuff so i figured i'd try a little idea i had.
so what i came up, including kind of making a similar name, is Tappy Penguins.
iOS - https://itunes.apple.com/us/app/tappy-penguins/id826839915?ls=1&mt=8
Android - https://play.google.com/store/apps/details?id=com.AndrewStanton.Tappy_Pens
the game is free so you don't have to pay for it or anything.
and no, it is not a rip off of the gameplay at all. it's just a basic game where you try to "juggle" things and keep them on the screen as long as you can.
i designed this fully in iOS in Objective-C. the hardest part TBH, on the iOS side, was the whole sharing thing. they don't have an easy way to share stuff, so i found this other library that lets you do it called sharekit. that took me over a week to get working and figure out how it works, but now it works fine.
i also incorporated leaderboards to try and make it more of a social thing too.
now for Android, i used this tool called Apportable that builds native iOS code to run on Android. with literally 1 line of code, i had the game up and running (the code is just to "stretch" the screen size to fit natively). however, things like the sharing, leaderboards, and rate did not work, so i had to do all of that natively. with Apportable there is a way you can run java code natively as well between the 2 sides of code, so after a long struggle of tinkering and learning, i finally figured out how to use the google play leaderboards and intents to share on there as well.
sorry to drag on with the technical details but i just wanted to let people know who might be interested.
anyways, i'm looking for feedback in general. i've had friends tell me that it's simply too hard in general and that it gets too hard to quick. well i kind of wanted to make it so if you lose, you aren't going through the "slow" part for a long time before it starts to get challenging. it is also quite a bit random. but overall, i'm looking for feedback that you think could make it better.
i'd also appreciate it if you could give a decent rating if you think it deserves one to help me out because that stuff always helps.
this is just my first stab at a game and i learned a lot and am going to try to create more in the future but now i just have to come up with some more ideas.
so after the tappy bird craze, it made me start to look into how to make mobile games. i quickly came across the cocos2d library for iOS and started messing with it. after about a 45 minute tutorial i had something up and running. i was pretty impressed with how simple it was to do stuff so i figured i'd try a little idea i had.
so what i came up, including kind of making a similar name, is Tappy Penguins.
iOS - https://itunes.apple.com/us/app/tappy-penguins/id826839915?ls=1&mt=8
Android - https://play.google.com/store/apps/details?id=com.AndrewStanton.Tappy_Pens
the game is free so you don't have to pay for it or anything.
and no, it is not a rip off of the gameplay at all. it's just a basic game where you try to "juggle" things and keep them on the screen as long as you can.
i designed this fully in iOS in Objective-C. the hardest part TBH, on the iOS side, was the whole sharing thing. they don't have an easy way to share stuff, so i found this other library that lets you do it called sharekit. that took me over a week to get working and figure out how it works, but now it works fine.
i also incorporated leaderboards to try and make it more of a social thing too.
now for Android, i used this tool called Apportable that builds native iOS code to run on Android. with literally 1 line of code, i had the game up and running (the code is just to "stretch" the screen size to fit natively). however, things like the sharing, leaderboards, and rate did not work, so i had to do all of that natively. with Apportable there is a way you can run java code natively as well between the 2 sides of code, so after a long struggle of tinkering and learning, i finally figured out how to use the google play leaderboards and intents to share on there as well.
sorry to drag on with the technical details but i just wanted to let people know who might be interested.
anyways, i'm looking for feedback in general. i've had friends tell me that it's simply too hard in general and that it gets too hard to quick. well i kind of wanted to make it so if you lose, you aren't going through the "slow" part for a long time before it starts to get challenging. it is also quite a bit random. but overall, i'm looking for feedback that you think could make it better.
i'd also appreciate it if you could give a decent rating if you think it deserves one to help me out because that stuff always helps.
this is just my first stab at a game and i learned a lot and am going to try to create more in the future but now i just have to come up with some more ideas.