How to Make a Game Like Cut the Rope – Part 1
raywenderlich.com
How to Make a Game Like Cut the Rope – Part 1
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Re: How to Make a Game Like Cut the Rope – Part 1
#21. Draw a circle.
2. Draw the rest of the fucking owl.
Re: How to Make a Game Like Cut the Rope – Part 1
#3Which is an entirely different game.
Re: How to Make a Game Like Cut the Rope – Part 1
#4Re: How to Make a Game Like Cut the Rope – Part 1
#5Re: How to Make a Game Like Cut the Rope – Part 1
#6Me just starting a project on a strategic board game, I was wondering if there is any active development for Android regarding the cocos2d sdk? I only found two seemingly discontinued projects on Google Code. Is a dedicated game framework helpful in this case with no background in game programming but some expertise in the Java portions of Android?
Re: How to Make a Game Like Cut the Rope – Part 1
#7While this appears to be a very valuable tutorial, I'm a bit worried about what "like Cut the Rope" implies. You can't get that level of polish without putting thousands of man-hours into it, so I'm afraid it's a bit like those "learn to draw an owl" memes: 1. Draw a circle. 2. Draw the rest of the fucking owl.
This seems like a perfectly decent game dev introduction for iOS, though.
Re: How to Make a Game Like Cut the Rope – Part 1
#8Re: How to Make a Game Like Cut the Rope – Part 1
#9http://www.google.co.za/search?sourceid=chrome&client=ub...
yields his website as the first few links.
Kudos to this guy for giving a head start to plenty of indie and starting game devs. I can attest to this as I used Cocos2D to produce my iOS game (since pulled because I have been too occupied this year to hack on iOS: last year of high school = major pressure to do well; very competitive environment). But this is beside the point: Wenderlich's tutorials are awesome, well-written and comprehensive. They won't get you production ready games in a flash, but they sure do help.
From an Indie point of view, iOS game development is considerably more accessible than Android game development by virtue of the following facts:
* Cocos2D is a robust, free and easy-to-use environment; a fully-functional, stable, Android analogue does not exist.
* iOS code is 99% universal (just works on all devices) whereas Android code really isn't. For instance: OpenGL sample code from the Android development guides (http://developer.android.com/training/graphics/opengl/index....) does not work on 2 of 4 android devices I've tried it on because it targets deprecated API's and methods which are unusable using the newest SDK versions (it was version 14 or 15 at the time; largely unimportant). Imagine how disheartening, demotivating and demoralising it is to see that "official Google endorsed code" just doesn't work.
* I have personally tried AndEngine and Cocos2D for Android. Neither is up to scratch with iOS Cocos2D.
tl;dr Ray Wenderlich is indirectly responsible for a ton of Indie games on the App Store, should be thanked, and no, an equal (easy-to-use portable, robust, _decent_ framework) doesn't exist for android (though there may be analogues).
edit: formatting
Re: How to Make a Game Like Cut the Rope – Part 1
#10Really nice job.