the grid and basic controls
I’ve been working on organizing my posts into a sensible index, and I realized I never posted a match three game before, even though I have written about them in my books. So I thought they could be a cool series of tutorials, since there are so many variations on the engine… Well, except for the “matching of stuff in threes” thing, of course.
In this tutorial I will show you how to create an Android plugin to handle local notifications, the kind you need to dispatch after a delay or at a fixed interval.
The way to setup these notifications in Android is through the Alarm Manager. That way the system will take charge of the timing even if your game is not running.
the typewriter emulator for macOS
About ten years ago I created a Flash aplication in Air, called Hemingway. You can still find in this blog somewhere. It was a typewriter emulator. You know, the type of application that makes your computer sound and behave like an old typewriter.
I called it Hemingway because of one the many famous quotations by the writer Ernest Hemingway: “The first draft of anything is always shit.” (Although some versions of this quote do away with the “always”)
quick and easy
While building the Chopper Command game in Haxe, then Lua (for Löve and Cocos2d-x) I’d always had in the back of my mind the notion of how easy it would have been to build the game inside a “visual” editor instead of coding EVERYTHING. Let’s face it, when coding games, especially while prototyping, working on a Code only process sucks eggs.
for unity games
For my next trick: the same thing as in the previous tutorial, but this time for iOS. The rules remain the same, so it wouldn’t hurt to repeat a description of what it is I’m trying to build:
for unity games
I mentioned in the previous post that there is almost no reason to extend the Unity Activity in Android or the Unity Controller in iOS, and that is true, 9 out 10 times you are better off creating your own class with areference to the main activity in Android or a bunch of static methods in iOS in a separate class.
fast and easy
Using native Java code in Unity is a lot easier and simpler than it is to use native iOS code. The reason for this is reflection and the nice wrappers we can use in C#.
the static library
This time I’ll create the same sort of test plugin from the previous tutorial but with a precompiled iOS library. This option is ideal if you intend to create a plugin and sell it in the Asset store because your code will remain invisible to users.
the c# bridge
Here’s a simple guide to writing your own Native Plugins for Unity mobile games. I’ll start with iOS plugins and the two main ways you can do it: writing a bridge to an native class or compiling a native static library.
Let’s use Reactive Extension to build something a bit more fun: a simple version of Space Invaders. We have twenty aliens distributed inside a 5×4 grid. The game object acting as the container for the aliens move across the screen back and forth and then slowly downwards.