My friend and I think we have a good idea for an iPhone game, but the problem is, we don't have any programming knowledge.
I've looked through the Apple website, and I have a general idea of what I need to do to get started. It says I need to have a good understanding of C Programming before I can start learning Cocoa (I'm guessing Cocoa is the iPhone language?).
So the first thing I need to do is get a compiler program, then learn some C Programming, then learn Cocoa?
Also, do I need to do all my programming on a Mac or can I do it on a PC then transfer it to a Mac?
I apologize if anyone finds this question annoying or whatever, I really would like to learn.
Thank you!
Replies
If your interested in learning programming, one approach that I'd recommend is downloading the free Visual Studio C# software from Microsoft, and learning to program using XNA.
You can do some programming on a PC and then transfer it to a Mac, yes. You can use C++ code in iphone apps, and only a bit of Objective C code. However, since you are just starting out, I think you will find yourself in over your head.
http://unity3d.com/
@Kevin Albers - thank you for the recommendation, I'm definitely going to check that out.
@ScoobyDoofus - do you know what the difference is between the basic and advanced publish to iphone versions are?
Thanks for the your responses guys, I know this isn't the best forum to ask programming questions, but I thought I would try anyway.
One thing I like about Unity is that they now have a PC version. I bought a PC indie license, which is very cheap, and allows me to learn about Unity. If I get serious enough about using Unity, I can buy a Mac iPhone Unity license once I already have Unity projects that I think would be worth releasing on the iPhone.
You'll almost certainly want to pop for the full version of Unity at some point. You don't get network support with the Basic version, and build stripping removes features you don't use, so your customers can download your game faster, and your game uses less memory. Remember, an iPhone 2G/3G has a best-case of 40MB of memory free. That's not a lot. The less overhead your middleware-using game has, the better it'll run, especially compared to games that were written straight in Objective C. Look at the changelog for Zombieville: lots of updates to reduce crashing from memory usage.
Your best bet for getting it out quickly and as performant as possible is probably to hire someone to write it in straight Objective C. Sign up on eLance or Rentacoder and look for experienced iPhone devs. Just like in the industry, there are lots of developers with no art ability who'd rather work on something with an artist than nothing at all. Hire them in a work-for-hire scenario so you don't have to share profits.
Good luck!
I don't know how much programming I want to learn right now. The Unity package seems great because, like what was stated, I don't need to know a lot of programming to use it, which makes me happy. After I learn some programming for Unity, and I like it, I might continue learning more. Right now, I'm not trying to become a programmer, just learn enough to make some small games!
I would like to buy the advanced Unity Pro version, but the price tag is way to steep for me right now, so I will have to go with the Indie version for now. Hopefully I can upgrade to pro later!
Thanks again for all your comments, received more than I expected.
For starters, you will need a Mac at some point in order to publish your app. I don't believe there are any solutions that allow you to compile your iPhone app on a PC. Even if some of your development is done on a PC, you will need to move your effort onto a Mac for final compiling.
If you want to do most of your development on the PC, then you will want to try out Stonetrip's Shiva. http://www.stonetrip.com/ I belive that their iPhone solution allows you to develop your app on the PC, and then use some manner of conversion program to compile it on the Mac. Unity's iPhone solution requires that you purchase and use it with the Mac version of Unity. So if you go the Unity route, you will have to do all of your development on the Mac.
A solution that requires more coding but is considerably cheaper is SIO2. http://www.sio2interactive.com/HOME/HOME.html This is an open-source 3D game engine designed to work with Blender. I believe it uses Ruby for its scripting and programming, and Blender for defacto content development. A good option for those already familiar with Blender.
My personal project doesn't require 3D graphics, so I am using the Cocos2D engine. It is much more coding-focused, and requires the use of Objective-C. Coding using the iPhone's default GUI elements is done using Cocoa. But the base language for the iPhone is Objective-C. Objective-C is a rather odd language, with some very strange bracketed syntax. It takes a little while to wrap your brain around it.
Objective-C isn't so bad once you've gotten a little more used to it. I was already decently familiar with OOP coding and a few OOP languages before I started on Objective-C. I struggled at first, but now I'm extending classes, writing custom functions, managing variable scope, the whole nine yards.
2000 - Buggy, badly documented, will be all fixed soon!
2001 - Buggy, badly documented, will be all fixed soon!
2002 - Buggy, badly documented, will be all fixed soon!
2003 - Buggy, badly documented, will be all fixed soon!
2004 - Buggy, badly documented, will be all fixed soon!
2005 - Buggy, badly documented, will be all fixed soon!
2006 - Buggy, badly documented, will be all fixed soon!
2007 - Buggy, badly documented, will be all fixed soon
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2020 - Buggy, badly documented, will be all fixed soon!
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You will need access to a intel based Mac and pay a yearly fee of $99 to Apple.
Start here: https://developer.apple.com/library/ios/#referencelibrary/GettingStarted/RoadMapiOS/Introduction/Introduction.html
I don't think Visual Basic will work at all. If Objective C isn't your thing, there are numerous game engines that will export to iOS.
There are also many cross platform programming languages such as AS3 through the AIR runtime, Mono with Monotouch, HaXe with NME, and Monkey. You should look into Monkey it was made by the same guy that made DarkBASIC.
http://monkeycoder.co.nz/
EDIT:
hmm... looking at your links it appears I've been fooled by a bot :poly136:
File Size : 1.66 GB
File Version : iOS 8.1
This file is tested* but use this file at your own risk.
This file is resume supported* and you can download this file with idm easily.
Download
Different people recommend different learning paths, personally I think it's best to learn a non-object oriented language first, like C, in order to get a good understanding of important programming concepts, then from there move onto object oriented languages, then from there, move onto actually making your game.
Of course it goes back to the question of if you actually want to become a programmer, or if you just want to do a single project. Keep in mind, it would probably take no less than 3 months of dedicated time to get a great understanding of a single programming language assuming you don't have prior knowledge, so the learning route will take longer.
Here's how I'm doing it:
Unity Engine plus these plugins: Playmaker, NGUI. Adding SimpleSQL and Master Audio later. Playmaker is a visual scripting tool that will speed up your development 10x. NGUI is the best UI plugin for Unity and it ties into Playmaker. NGUI sends events to Playmaker.
Unity is free, Playmaker $90 and NGUI is $95. You can also get Unity Pro and iPhone pro, that will cost you around $3,000.
You can work on PC, but at some point you have to send your project to an Apple machine to build. That's because you need XCode to run in the background after you build your app in Unity. Don't worry, you don't need to learn much about how XCode works.
Unity will build for iOS. For that you need, the following from Apple:
- an Apple computer with updated OS, I use a five year old mac laptop
- an Apple device, like an iPhone, iPod, etc.
- an Apple developer account $99
- download XCode from your developer account
- download certificates for your apps in development from your developer account
- spend half a day setting all of this stuff up
I would also recommend online backup and source control. Check out GitHub or similar sites.
Here's what I'm currently working on. You can see what visual scripting in Playmaker looks like. I haven't written a single line of code for this simple app so far.
https://www.youtube.com/watch?v=MeyxdUVQKLY