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3. September 2012

 

 

Have I ever mentioned how much I hate

 

a) developing for Android

b) using Eclipse

c) developing for Android using Eclipse?

 

 

Well, I do.  So often you spend more time fighting the tools than you do fighting with code, and today was yet another example.

 

I have some Moai code that worked perfectly well, both in the Windows host and on my device.  I made some alterations to the Lua code testing it to work on iOS ( by the way, the process of getting Moai running on iOS is 10000000x times easier than getting it running on Android! ), so other than some scripting changes, I haven't changed a thing.

 

I load up Eclipse click Run and…

 

[2012-09-03 14:54:20 - DeviceMonitor] Failed to start monitoring 84ef7369

[2012-09-03 14:54:20 - DeviceMonitor] Failed to start monitoring 84ef7369

[2012-09-03 14:54:20 - DeviceMonitor] Failed to start monitoring 84ef7369

[2012-09-03 14:54:20 - DeviceMonitor] Failed to start monitoring 84ef7369

[2012-09-03 14:54:20 - DeviceMonitor] Failed to start monitoring 84ef7369

[2012-09-03 14:54:20 - DeviceMonitor] Failed to start monitoring 84ef7369

[2012-09-03 14:54:20 - DeviceMonitor] Failed to start monitoring 84ef7369

 

WTF?

 

So I kill off adb ( adb kill-server ) and restart it ( adb start-server ).  Still no luck.

 

I exit and restart Eclipse.  No luck

 

I reboot my computer and phone.  No luck

 

I switch devices and try a different Android device.  No luck

 

 

Want to know what it is?  USB3.

 

Seriously, ADB doesn’t play well with USB3, or at least Eclipse+ADB don’t play well with USB3.

 

I plug into a different port and everything is just fine.  Well, except a few more gray hairs that is. Sad smile

Totally Off Topic ,

31. August 2012

 

It’s 300+ pages of how-to, tips, tricks and what have you, about all things art.  Ryan Hawkins is an industry veteran with experience working with Blizzard, Pixologic, Vigil Games and more.  Plus, he brought along friends, Tor Frick, John Park as well as people from Blizzard and Naughtyimage Dog.  That’s some pretty heavy caliber talent sharing their art talents.  Topics include sculpting, texturing, concept art, color theory and more.

 

 

Oh yeah, for free.

 

 

It’s a 216MB e-book and, well….

image

 

So, I might recommend you try a torrent instead.

 

Of course, you can read more at this website.  I actually managed to download using the US mirror without issue.

 

Very cool work guys.

Art

30. August 2012

 

In celebration of their 40th anniversary, Atari has re-released a number of their classic games as HTML5 in their newly launched web arcade.  Each of the titles has received a facelift, and the list includes:

  • Asteroids
  • Centipede
  • Combat
  • Lunar Lander
  • Missile Command
  • Pong
  • Super Breakout
  • Yar’s Revenge

 

 

As you can see, the games have received a facelift:

 

Asteroids:

image

 

Yar’s Revenge:

image

 

 

 

The project is a team up between Atari, CreateJS and Microsoft.  The Microsoft connection is Internet Explorer 10, which allows you to view the arcade ad free.  Atari is releasing an SDK for publishing on their arcade, the download and documentation page is currently down, so details are a bit sparse right now.  Their quick start pdf is currently available and gives a glimpse into the process. Presumably the arcade would work on a revenue sharing scheme, but that is just guesswork at the moment.

 

The library used to create all the games is called CreateJS, and is a bundling of HTML5 libraries including:

EaselJS – a HTML5 Canvas library with a Flash like API

TweenJS – a chainable tweening library

SoundJS – a HTML5 audio library

PreLoadJS – an asset loading and caching library

 

Plus the newly added tool, Zoe.  Zoe is a tool that takes SWF Flash animations and generates sprite sheets.

 

 

I look forward to looking in to Atari’s new API once their documentation page is back online.  Atari has also created a GitHub repository to support the project, but it is currently a little sparse.  In their own words:

 

Welcome to the Atari Arcade SDK.

This is the initial release of the SDK, which we hope to evolve over the next few weeks, adding
* more documentation
* examples
* updates

This repository contains
* Atari Arcade SDK classes in scripts/libs
* scripts necessary to run the SDK locally, in scripts/min
* API documentation and a quick start guide in docs/
* A test harness page to bootstrap and launch games

 

 

All told, a pretty cool project.  At the very least, check out the arcade, it’s a great deal of fun.

 

General ,

29. August 2012

 

As the title says, I have inserted a new book into the Unity book list, 3D Games Monetization with Unity and Leadbolt. I do however use the word book in the loosest terms possible, as it is in electronic format only and it weighs in at a mere 37 pages.

 

That said, it also weights in at a mere 3$, so there is that…

 

I will admit, before discovering this book, I had never heard of Leadbolt. they are a mobile ad provider in the vein of adMob, but with a world more options than simple banners.

 

 

Ads can be added at the application entry point, while running and at the exit point.

 

I personally HATE ads in mobile games, and gladly pay a premium for an ad free version ( which sadly most developers do not embrace, at least not on Android ), but perhaps ads in a different format will make a difference.

 

Anyways, if you are a Unity developer and are interested in monetization, you have a new book to check out.

 

It is my intention to keep the list as comprehensive as possible, so if I have missed a title or you are the author of an upcoming title, please let me know.

General ,

28. August 2012

 

Cocos2D-html is an HTML5 port of the popular Cocos2d-x library, enabling you to make games that run in a browser, using a syntax that works virtually unchanged on a number of platforms.Cocos2dHTML5

 

You can download the source as a zip right here.

 

The project is also available on GitHub.

 

 

In anticipation of this release, the Cocos2D tutorials on this site where all updated to the new API, so should work unchanged.  There were some pretty major changes in the API as detailed here.

 

 

Finally, there have been a series of Cocos2D related books published that could prove helpful in puzzling things out. ( Of course, start with the tutorials! Winking smile ).

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