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 Post subject: REAL Studio game experience?
PostPosted: Thu Mar 10, 2011 11:11 pm 
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Joined: Tue Mar 23, 2010 8:44 pm
Posts: 673
Hi REAL Studio game makers.

I've never made a game using REAL Studio, is this a hard process for a game like 'angry birds' ?


Have your games sales been very successful?

What were your biggest obstacles and how did you over come them?

How long does it take to create a game like that?

For games I think I'm more interested in targeting mobile devices than the desktop, what's a good game development tool for mobile devices like iPhone, and Android?

TIA.


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 Post subject: Re: REAL Studio game experience?
PostPosted: Fri Mar 11, 2011 5:38 am 
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Joined: Fri Jun 05, 2009 11:50 am
Posts: 348
Location: Hamburg, Germany
you should have a look at Corona

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Mac OSX Mountain Lion (latest Release) on a MacBook Pro 2.66 GHz Intel Core i7/ RB Professional 2011 Release 3


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 Post subject: Re: REAL Studio game experience?
PostPosted: Sat Mar 12, 2011 1:30 am 
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Thanks!

That looks really cool. If I can think up a fun game I'll check it out.

Do you use it to make games?


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 Post subject: Re: REAL Studio game experience?
PostPosted: Mon Mar 14, 2011 8:33 pm 
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Joined: Sat Nov 24, 2007 3:09 pm
Posts: 159
Location: Denver, CO
You could easily make a game like Angry Birds in RealStudio, but it might take you a while if you were working by yourself, because you would be forced to write not just the game logic, but the physics and graphics functions as well. My advice would be to work within these confines and hammer out something like VVVVVVV or GameDev Story — RS is a great tool for making a 2d strategy game or an entry for the Experimental Gameplay Project.

On the other hand, if you want to go the route of extreme graphical wonderment and all that Corona is a good place to start if you know Lua, or you can also try Unity if Javascript is your thing (and you want to shell out $400 to target iPhone) or, my personal favorite, Cocos2d, which includes a whole bunch of sprite, collision, and physics libraries to use and abuse (and lets you compile using C++/Obj-C directly instead of a third party interpreter.)

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 Post subject: Re: REAL Studio game experience?
PostPosted: Wed Jul 13, 2011 5:57 pm 
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Joined: Tue Nov 15, 2005 8:18 pm
Posts: 303
Location: Alaska (and more!)
Quote:
You could easily make a game like Angry Birds in RealStudio...


That's not true unless you take the word "easily" out of the sentence. Just creating the physics engine alone is not trivial. If it were, I think we'd see a Box2D RB plug-in already.

If that were available, I'd agree with the original premise. :)

For games I use Corona SDK and can't imagine a good reason to use anything else. For desktop apps I use RB and can't imagine a good reason to use anything else. Neither are perfect, but both are great at what they offer.

Jay Jennings

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 Post subject: Re: REAL Studio game experience?
PostPosted: Thu Jul 14, 2011 8:15 pm 
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Joined: Fri Sep 30, 2005 11:19 am
Posts: 275
alakazam wrote:
Quote:
You could easily make a game like Angry Birds in RealStudio...


That's not true unless you take the word "easily" out of the sentence. Just creating the physics engine alone is not trivial. If it were, I think we'd see a Box2D RB plug-in already.


I believe Angry Birds uses Box2D. And since creating a physics engine such as Box2D (or Chipmunk) isn't that easy, I am a bit surprised we he haven't seen a RB implementation of one yet (then again, there are quite few game developers using RB).

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 Post subject: Re: REAL Studio game experience?
PostPosted: Tue Aug 23, 2011 7:02 pm 
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Joined: Tue Jan 31, 2006 5:22 am
Posts: 124
Location: La Coruña, Spain
For 2D applications without doubt I will choose Blitzmax. It's fast, has en extensive library of open source projects, have lots of commercial titles and it's quite cheap.

If you want to use LUA or other scripting language (BriskVM), Physics, Networking, Particles, GUI, etc, all you can get from there. They also launched Monkey to create multiplatform games although it's still not as powerful as Blitzmax.

My 0.02

Amando

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 Post subject: Re: REAL Studio game experience?
PostPosted: Fri Aug 26, 2011 10:56 am 
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Joined: Sat Nov 24, 2007 3:09 pm
Posts: 159
Location: Denver, CO
Agent wrote:
I believe Angry Birds uses Box2D. And since creating a physics engine such as Box2D (or Chipmunk) isn't that easy, I am a bit surprised we he haven't seen a RB implementation of one yet (then again, there are quite few game developers using RB).


I started to port Box2D over to RB, and the math and physics were all working fine, but the actual drawing was a pain. After about 40 hours sunk into it and rewriting large chunks to decent OO that didn't rely on things like bitwise operations to determine booleans, I finally threw in the towel. I would be up for starting a community open source physics engine (or porting one with help) for RB. Anyone else?

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