So, does Unity beat HTML5? No, nor is this post intended to answer that question. The purpose of this is to provide insight into what it’s like for an HTML5 developer who strongly sides with the DOM and CSS to get into Unity game development. When Martin Kool’s HTML5 game Numolition was nearly done, he decided to throw it all away and rebuild it in Unity. That turned out to be an exciting and valuable experience, and one that he thought would be worth sharing with other Web developers. Come in, the water’s warm!
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As mobile browsers continue to improve, offering new features and enhancing performance, new opportunities like this will arise. It’s always important to question whether you should build a native app or a Web app, and keep in mind the pros and cons of each, especially because the differences in their capabilities are narrowing rapidly. In this article, Nick Jonas and Francis Villanueva Will discuss a few of the biggest challenges here: detecting user activity, achieving performant animations, and building an API integrated with Google Analytics.
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With iOS 7’s new Dynamics API, views can be influenced by gravity, attached to each other with springs, and bounced up against boundaries and each other. We’re used to objects in games feeling real. To get this effect, game designers use a physics engine that treats the elements as bodies in a simulation and that uses Newton’s laws of motion to calculate how they move over time. In using the engine, designers specify an object’s bounciness, its density, the level of gravity, and how things are attached to each other. In iOS 7, Apple made that technology available to UIKit-based apps as well.
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This article is the last in a series of articles covering four ways to develop a mobile application. In previous articles, we covered how to build a tip calculator in native iOS, native Android and PhoneGap. In this article, we’ll look at another cross-platform development tool, Appcelerator Titanium.
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This is the third installment in a series covering four ways to develop a mobile application. In previous articles, we examined how to build a native iOS and native Android tip calculator. In this article, Peter Traeg will create a multi-platform solution using PhoneGap. As with the previous articles in this series, all of the code for our application may be obtained from a GitHub repository.
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In this article, Peter Traeg provides an overview of how to build a simple mobile application using each of the following approaches. Few developers have had the opportunity to develop for mobile using a variety of tools, and this series is intended to broaden your scope. Hopefully you will be in a better position to choose the right development tools for your mobile application’s needs!
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Part two of our journey is all about marketing. Even the coolest app in the world is doomed to swiftly descend into the abyss of obscurity if no one knows about it, but it turns out that you don’t need a huge marketing budget to get into the top 10 in the App Store. Get out there and build something great!
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Jeremy Olson believes we learn much more from success than from failure, and that we have many shining lights in the app industry. By studying independent developers who have succeeded in the App Store again and again, he was able to learn the basic principles that he needed to succeed, and he hopes this article will help others do the same.
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With a solid foundation, the house is stable, and building on it is easy. With a solid grid, your design can easily be adapted to accommodate whatever changes come along. Today, we’ll share iOS Grid System, which I’ve been using when designing apps in Adobe Fireworks.
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In this article, Zack Grossbart walks you through the basics of animation. You’ll look at actions in Cocos2D and see how to combine them to create complex and custom effects. Also you will take a look at the Cocos2D library and how it supports programmatic animations in iPhone games.
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