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Marmalade - Cross Platform Mobile Application Development. Supported Platforms - Marmalade. OpenFeint - Mobile Social Gaming Network for iPhone, iPad, Android, iOS, iPod Touch. OpenFeint-Binding for iOS and Android. NOTE: a newer version of OF has been released. We havent tested that with our code, but we recommend to use the most current version of OF! Downloads OpenFeint Backend Tips/Notes If you get something like: "Program received signal: "SIGSYS"" or "EXC_BAD_ACCESS" than the following might help: Compile for THUMB: (xCode: Target->GetInfo->Build->Compile for Thumb->check it).

MAOF.onInitMAOF ( sProductKey, sSecret, sName, sClientId ) Use the other MAOF functions as you like. List of MAOF functions MAOF.onInitMAOF ( sProductKey, sSecret, sName, sClientId ) Call this function in the onInit of your main user AI. Limitations Only leaderboards, achievements and social notifications are supported. Integration Follow step by step. #import "maof.h" to the import statements. In the layoutSubviews-method add maof_registerCallbacks(); after [self setFrame ...] #include "maof.c" in the include section. Insert. MASH - Modern Alchemists ShiVa Libs. Member Center. iTunes Connect. Single/Double tap management | ShiVa 3D. Basics, Scripting (4 votes, average: 5.00 out of 5) Loading ... This tutorial explains how to manage a single/double (or more) tap on a the screen of a mobile device.

Note this tutorial can be applied to a single/double click with the mouse of your computer. First of all, you have to define the tap speed (delay between each tap). Create a nTapMaximumDelay variable in your AIModel (type number) and initialize it to 0.5 for example (it corresponds to 0.5 seconds of maximum delay between each tap).

OnMouseButtonDown Let’s go! The code should be like that: onMouseButtonUp Now create a onMouseButtonUp handler. Here is the code: onTapAction Now create a handler in which you will execute a script according to the tap count. Conclusion This is the end. Create a popup window | ShiVa 3D. (4 votes, average: 5.00 out of 5) Loading ... Learn how to create an iPhone like notification message using HUD components and actions Introduction A popup is composed by a background and windows containing a title, a description and a button to close the popup. The popup will be composed by 2 main HUD components: one for the background and a container to place and scale the popup window.

Platform setup In ShiVa Editor, setup your desktop to have the HUD Editor and the scene viewer at the same time. Game setup For this tutorial, you will need to have a game with a Main AIModel. The Background In the HUD Editor, create a new HUD template and create a new component, named Background, full size (100%x100%) and set the ZOrder to 249. Create now 2 actions named appearBackground and disappearBackground: In each action, add a command stopAction to stop the other one. The window Create now the container for the popup window. Add now a child to this container as follow: Title Label Description Label Appear.

How to Create a Provisioning Profile for iPhone. Authoring Tool > Ipad | ShiVa3D Reference. This documentation explains how to build for iPad target with the ShiVa Authoring Tool. Note that the iPhone build is only available on Mac OS X 10.6 and newer systems. Note: xCode 4.5 / Mountain Lion Unfortunately, Apple has completely dropped armv6 support from XCode 4.5. So you have two options: download Xcode 4.4.1 from the Apple developer downloads, install it in a separate directory, and use it to build your appdrop armv6 and compile only for armv7... To successfully build with xCode 4.5 for iOS 6 on Mountain Lion, you need to patch your projects and switch the target architecture to armv7 (only). Prerequisites There is few things to do before being able to compile and upload your application for iPhone: Install XCode Install iOS SDK Please refer to ShiVa Authoring Tool Installation (in section “Required Third Party Tools for iPhone/iPad”) for more details.

Step 1 : Content Application pack A game in ShiVa Editor is made of various files : 2d media, 3d media, audio and scripts. Icon Preview. Finding Your iPhone’s Unique Identifier (UDID) - iPhone How To Docs - innerfence. Developers Please feel welcome to point your users at this page. We’ve provided some query string parameters you can use to customize this page to your application. To avoid having the long link wrap in an email, you may want to use a URL shortening service like bit.ly. Example Query Parameters What is the UDID? Each iPhone or iPod Touch has a Unique Device Identifier (UDID), which is a sequence of 40 letters and numbers that is specific to your device.

Why do we need the UDID? Your iPhone can only install programs that are approved by Apple. How do I get my UDID? You can copy/paste your UDID from iTunes or email it directly from your device by using a free app from the App Store. Email Using the Free App Install and run Ad Hoc Helper. Copy/Paste from iTunes Launch iTunes and connect your iPhone. Paste the Identifier into an email to nobody@example.com (You should be able to paste into your mail program or web browser by selecting Edit → Paste). OpenGLES. From ShiVa Wiki Devices iPod Toch 1g, 2g 3g (8GB) iPhone, 3g Textures aspect ratio 1:1, textures have to be square and a power of two (e.g. 8x8, 16x16, 64x64; 64x128 f.i. is bad)min size 8x8max size 1024x1024amount 1 texture plus shadow map or 2 textures, blended by "modulate" and "saturate" onlyalpha channel alpha is allowed, but not recommended due to performance reasons, better use masksnormal mapping nospecular mapping noenvironment/sphere mapping notexture clips yestexture scrolling/scaling modifier acceptedtexture filtering mode GPU "default mode" is used (bilinear mipmaped)material settings ambient-diffuse-emissive-specular-shinyness, and emissive will only act as a constant color not depending on the scene and lights Shaders Dynamic Shadows no dynamic shadows allowed. fake dynamic shadows with a flat black (transparent) sprite that lies flat on the ground, if needed.

Dynamic Lights The hardware supports up to 8 dynamic lights, 1-2 per oject is the recommended amount. Environment Misc. Authoring Tool > Installation | ShiVa3D Reference. The ShiVa Authoring Tool is a powerful software that allows to package your Shiva applications for various target platforms. This is made possible because the code developed on the Shiva Editor is portable and can be executed on various target platforms without any changes. The supported target platforms are: Windows Mac Linux iPhone iPad Android Palm Blackberry Tablet According to the target platform, some additional third party tool need to be installed to allow building the applications for the given target platform. The objective of this document is to explain how to install the Authoring Tool and the required third party tools. Please note that the screenshots have been taken from Windows but the documentation also applies to Mac OS and Linux.

System requirements for installation Installing the ShiVa Authoring Tool under Windows Windows XP or higher is required. The ShiVa Authoring Tool for Windows is included in the ShiVa Editor Installater. Mac OS X 10.5 or higher is required. Xcode. Multitouch Management | ShiVa 3D. HUD Creation In the Data Explorer, import any picture. In the HUD Editor, create a new template (HUD>Create), named “Picture”. In this template, create a new component named “Picture” too, Label type.

Now, in the appearance section of the component, load the texture and check the background color to be 127, 127, 127, 255. Press OK and save. Now drag and drop this HUD from the Data Explorer (Resources/HUD/) to the Game Editor, Resource tab, this to have the HUD referenced it the game. Setup Create a new AIModel AIMultitouchManagement and create a string variable named sUnderCursorComponent. Each time the onTouchSequenceChange event will be called, we will store the event parameter.

In your AI, create a table variable named tLastTouchState. Hud.newTemplateInstance ( this.getUser ( ), "Picture", "Picture" )for i = 0, 9dotable.add ( this.tLastTouchState ( ), nil )end The variables will be stored in this order: - position 0: Previous finger count touching the screen onTouchSequenceChange: FullCode. Create a ‘loading’ animation | ShiVa 3D. Scripting (5 votes, average: 4.80 out of 5) Loading ...

This tutorial will help you to make a similar iPhone loader in your ShiVa project. Introduction The objective of this tutorial is to create a ’loading’ animation that looks like this: . Animation contains 12-segments. First of all, import the animation texture inside ShiVa (download sources above and unzip the tga) . BackColor: 127, 127, 127, 255ForeColor: 127, 127, 127, 0BorderColor: 127, 127, 127, 0 Click “OK” and save the HUD. Script Create an AIModel called ‘myGame’. --------------------------------------------------------------------------------function myGame.onInit ( )-------------------------------------------------------------------------------- hud.newTemplateInstance ( this.getUser ( ), "AnimationTemplate", "AnimationTemplate" ) log.message("onInit called")--------------------------------------------------------------------------------end--------------------------------------------------------------------------------

iPhone OS4.0 ToS and Authoring Tool | ShiVa 3D. Blog (21 votes, average: 4.71 out of 5) Loading ... As you may know, in the near future the new iPhone OS 4.0 will be out with a modified version of the ToS (Terms of Service). This new version will disallow applications that are not originally written in C, C++ or Objective-C, using Xcode. In order to let you continue using ShiVa as your iPhone, iPod and iPad development tool of choice, we’re working on what we internally call the “Unified Authoring Tool”, which will replace both the existing “iPhone Authoring Tool” and “Android Authoring Tool”. This new Authoring Tool will offload authoring options from ShiVa, in order to manage the packaging options of Windows, Mac, Linux, iPhone, iPad, Android, Palm and Wii applications in one external tool.

One of the main features of this upcoming UAT will be the ability to compile additional C, C++ and Objective-C files, and link them with the ShiVa engine static library, in order to produce the final executable. . - Mac OS X packages - Linux packages. Installing the SDK.