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Since it was running on a windows screen, there was no way to test the actual touch/swipe mechanic, so we just resorted to clicking, each click simulating a swipe. I think all in the first prototype took 20 hours.

This allowed us to throw together the graphics that had already been drawn with a few play mechanics and see if we had something fun or not. Rather than programming a prototype for real, we used an extremely powerful and inexpensive ($40 for a registered version!) game making tool called GameMaker 8. It removes all the guess work that comes from reading and interpreting a Word document. In business software an initial prototype for the users is critical. Xmind is a free open source tool for mind mapping. Mind Mapping is a powerful way to capture ideas quickly and organize them well for later reference.
#Gideros box2d make objects not interact full
The game was intentionally art heavy, as our artist was able to work full time on this project, but I was only able to work after hours/weekends. Instead we used Xmind (free!) for mind mapping all our ideas and kept “the design” in there. It seemed so simple at the time, and there were only two of us, that we thought we didn’t need a proper specification document.

The monkeys come more and faster in each level. The player swipes their finger to tickle monkeys in a farmer’s field.

Given this was our first title, we wanted to keep the design of the app simple. The pricing for independent developers is also very reasonable. The simulator is excellent, with all the performance monitoring you’d expect, so it was a total win finding this technology. Marmalade allows the user to write once in Visual Studio C++ and run anywhere (iOS, Android, Blackberry, Windows Phone, Bada, and more). Here you can see using VS2008 C++ debugging and tracing in real time with an iOS emulator Fortunately we could address both goals with one solution: Marmalade (formerly called Airplay before Apple started calling everything Airplay). After spending a day with ObjectiveC I knew I did not want to work in that language at all, it would drive me batty. I started investigating the Mac platform and XCode by buying a mac-mini. We will build for bothĢ) We want to build on a windows platform with familiar environment and tools

#Gideros box2d make objects not interact android
But you will see later how we failed to apply it.įrom day one, we knew we wanted two things:ġ) Android is the future, but iPhone is the now.
#Gideros box2d make objects not interact how to
With this background, we knew how to build software properly (OOP, design specs, usability concerns). We met 20 years ago in highschool and have tried to make a game ever since.īefore we embarked on this project, I had been writing business web/mobile software with Microsoft technologies for about 15 years. We at Mirthwerx are a team of two: Thomas the self taught programmer and Alex the artist who studied classical animation at Sheridan. Our goal is twofold:Ģ) To share lessons we learned that will hopefully benefit those starting out Well, we were one of you! This series is for anyone who wants to jump in and do it. Many people want to get into making games, specifically mobile games. You can find out more about Mirthwerx and our projects at our website. This article chronicles Catch the Monkey from ideation to sale worldwide in the App Store.
