My second iphone game is now on appstore

This is to add up my excitement that my second opensource game is approved by apple and now its in appstore.

The game is CatchthemAll v1

Its kind of kid’s education and entertainment game. Multitouch is the core of the game play here.

More about the game is here.

Hope you enjoy it as I enjoyed making it.

My first iphone game is in appstore

This is very exciting for me to see my first opensource iphone game, MathIsFun2,  is now in appstore. Its a free app and would love to get any and all kind of feedback.

Well, it took me more than the time I expected it should for some unavoidable reasons, but finally its up.

More about the game is available here.

The link to appstore is this.

Thanks a lot to all of you, who helped me with developing, testing and pushing it to the Appstore, you all rock.

Steps for pushing an app to iPhone appstore

1. First of all there are some one time certificates install. These certificates are named as development certificate and distribution certificate. Use iOS provisioning portal, go to certificates and then Generate development certificate. The same process is for creating a distribution certificate. This will need to use “keychain” app, which is stored in utilities inside application folder. Once created the certificates through keychain, one need to upload it through provisioning portal. In provisioning portal the development and distribution tab will have options to upload them to the portal. Once uploaded, the tabs will process and provide options to download the development and deployment certificates.

2. Open these 2 (developer and distribution) certificates through key-chain. Now inside keychain application these two keys should be visible.

3. Create provisioning profile. This is also possible through developer.apple.com portal. The confusion is, the first certificates and installing to keychain application install will happen only once. But the provisioning profiles will keep on adding to the profiles, as each profile may be targeted to one version of one application. To add to the confusion there are 2 types of provisioning profiles available. One is development and one is distribution. Inside distribution, we have option of adhoc and appstore. So to push your app to appstore, one must use the appstore option while creating the profile. If you are intended to test the app in other iOS devices, then create the certificate using ad-hoc as the selected option. This will allow to install the application into other devices. Well, all these were happening in the distribution tab. Now if we talk about the development tab, the new profile creation will help one test and debug the application in a connected device to a mac. So all in all there are 3 kinds of profiles available for 3 different uses.

4. Next, one has to download the profile and install in XCode.

5. Once installed you can see all the profiles, developer profiles and provisioning profiles in the “Organiser” application. This will give you details regarding the profile activation and expiration dates too.

Thats it, bundle your application and push it to the store / other devices / connected device as per the application provision profile you use / intend.

Appart from all these certificate creation, you need to follow some online instructions to do some stuffs as get a png/jpg file of certain size, name these images and put them on server.

Thats the bare minimum about the appstore and sending your app to it.

Hope that helps someone out there.

My first experience of making opensource game and iPhone appstore

It all started, when I dove into the iphone development, almost a year back. As of my curious self, I started to dove into it more and more. It is all fun. Then came the time to see the approval process, it was the scary part of the whole development cycle for me. The steps were quite defined, but for a novice like me, it was just too intimidating. The motivation came, when one of my friends’ game, which was made in FlashIDE, got approved in 10 days.

I set myself up for some real iphone game development and finished up 2 opensource games, MathIsFun2 and CatchThemAll . Must say making opensource games is fun, exciting and gives one a lot of satisfaction. Even one fail to make an impression of idea or implementation, its never too late, and the community always helps you and pushes you forward. Then there is responsibility upon the self to finish things up with the same amount of enthusiasm as when you started the project. A lot of times it will feel to just leave it, but then it teaches one to be focused, motivated and keep on going till the end. Not an easy task but once put into practice, there is no more satisfaction than giving back to community.

A little about the games. MathIsFun, is a game where the game play takes the device orientation into account. Rotating the device, gives the player to play a different mode or state of the game. There are 4 types of questions ( addition, subtraction, multiplication and division ) Each side of the device is a different mode. And the user has to choose from the three options displayed on screen. the second game is about multi-touch. There are different colours on the screen and one has to choose, which colour is displayed for the maximum time currently on the screen. Since there are only five colours to choose from, one can choose with a single touch for one type of colour, a two finger touch for another and a three finger touch for another and it goes till five finger touch. While I myself is quite excited about the games, the community itself is also helping me out in the process.

The approval process has got its own story. I am not having an appstore license yet. One of my friends’ helped me by taking the first game (MathIsFun2) and pushing it to the appstore. Now, after sending it for more than 25 days (almost a month) and waiting till date, the game is in the cue !! Thats such a long time ! I am not sure what and how to fix, if there are errors in my code or something else.  Anyway, this is just to make things in perspective for others, who might be preparing their apps for the store.

Hope that helps someone and wishing you all the best for your application approval on Apple’s Appstore.

From SketchUp to 3ds Max Design

SketchUp is really nice and straight forward when it comes to 3d design. Models are just minutes away with precision.

Somehow we need a professional 3d rendering tool to create photo realistic renderings. And 3ds MAX is a nice choice. The only problem is taking files from Sketchup to 3ds MAX. There is a tool available for that as described in this official blog of Sketchup.
While going through a project, I found Audodesk 3dsMAX Design 2011 can now natively import Google SketchUP 8 files. No addon, no plugin required. Not sure about plain 3ds MAX 2011 though. But this is good news for both the communities. conversion tool is not required now.

It took the textures and materials with it. While importing into 3ds MAX design 2011, it even asks for changing lighting and environment settings to Mental Ray and if one chooses yes, it automatically sets the Mental Ray lighting, environmental Map and rendering settings.

Just beautiful.

Two impressive things from day one keynote of Adobe MAX 2010

Edge : A tool to take control of HTML 5 animation capabilities
Can not say more about this, one must watch the video on the link. Feels like early Flash days, when timeline was everything.
Molehill : A new set of lowlevel 3D APIs.
The details of this new 3D API and its capabilities are here at Adobe Labs. Definitely that would open up some more fun on gaming side and as we can see the demo car race is already impressive. Just thinking whether the game studios will be interested in porting the native codebase to SWF or in AIR. Or how much re-writing may be necessary for the translation. If at all the games are ported into SWF with/without the help of Alchemy can those still maintain the frame-rate and the massive multiplayer requirements (which again should not be diffiicult with P2P in Flashplayer). If those are going to be of some standard result, then I think all the games are playable in all the Operating systems. I mean the games will not only become windows only. One can play the same game on Linux, MAC and Windows. No Code re-write, hopefully I guess. As everything will boil down to AIR or SWF. Ohh, I am forgetting the AIR and Flash are coming to TVs, so gaming consoles also could take that advantage. The keynote already showed gaming controls like joysticks and steer wheels. Will Flash take on the gaming industry by storm this time?!! Time now is to just wait and watch.