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	<title>Comments on: Prototype Plan for (remainder of) 2009</title>
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		<title>By: David Shaw</title>
		<link>http://www.trazoi.com/2009/08/17/prototype-plan-for-remainder-of-2009/comment-page-1/#comment-59</link>
		<dc:creator>David Shaw</dc:creator>
		<pubDate>Tue, 18 Aug 2009 00:14:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.trazoi.com/?p=128#comment-59</guid>
		<description>I&#039;m fairly sure there won&#039;t be a way to interface iPhone features from Flash, as Flash is meant to be cross-platform; so things like the accelerometers for tilt wouldn&#039;t have an API call. I&#039;m not even sure if there is Flash on the iPhone at all yet, to be honest. I think Apple&#039;s been dragging their feet on getting in on there.

You can use your C and C++ code though. While you do need Obj-C for your app, it&#039;s fine to just have a wrapper around a standard C/C++ code base. That&#039;s what the developer with existing iPhone games that I talked to did, at any case. It seems they only needed a couple of months to get to grips with the platform and get started, so I&#039;m assuming it&#039;s moderately straightforward.</description>
		<content:encoded><![CDATA[<p>I&#8217;m fairly sure there won&#8217;t be a way to interface iPhone features from Flash, as Flash is meant to be cross-platform; so things like the accelerometers for tilt wouldn&#8217;t have an API call. I&#8217;m not even sure if there is Flash on the iPhone at all yet, to be honest. I think Apple&#8217;s been dragging their feet on getting in on there.</p>
<p>You can use your C and C++ code though. While you do need Obj-C for your app, it&#8217;s fine to just have a wrapper around a standard C/C++ code base. That&#8217;s what the developer with existing iPhone games that I talked to did, at any case. It seems they only needed a couple of months to get to grips with the platform and get started, so I&#8217;m assuming it&#8217;s moderately straightforward.</p>
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		<title>By: Kevin G.</title>
		<link>http://www.trazoi.com/2009/08/17/prototype-plan-for-remainder-of-2009/comment-page-1/#comment-58</link>
		<dc:creator>Kevin G.</dc:creator>
		<pubDate>Mon, 17 Aug 2009 23:55:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.trazoi.com/?p=128#comment-58</guid>
		<description>RE iPhone development: That&#039;s true, iPhone development sounds like it&#039;d be really cool (my University just got iPhone development stuff, I think, which has me pretty psyched).  I think trying everything out is a great plan, especially if technologies can be used across multiple platforms (Obj-C for iPhone and desktops for example... I wonder if there&#039;s a way to access iPhone features from Flash, or if the web browser on the iPhone interfaces differently, alas, if only I had the money for one).  The numbers analysis was a bit sobering on the iPhone section, but the PC numbers were actually somewhat encouraging, and as you mentioned in your post, at the least, it would make a good complement to desktop development, also freeing you up to make non game apps every once in a while as well.  Which, come to think of it, might be a pretty good benefit.</description>
		<content:encoded><![CDATA[<p>RE iPhone development: That&#8217;s true, iPhone development sounds like it&#8217;d be really cool (my University just got iPhone development stuff, I think, which has me pretty psyched).  I think trying everything out is a great plan, especially if technologies can be used across multiple platforms (Obj-C for iPhone and desktops for example&#8230; I wonder if there&#8217;s a way to access iPhone features from Flash, or if the web browser on the iPhone interfaces differently, alas, if only I had the money for one).  The numbers analysis was a bit sobering on the iPhone section, but the PC numbers were actually somewhat encouraging, and as you mentioned in your post, at the least, it would make a good complement to desktop development, also freeing you up to make non game apps every once in a while as well.  Which, come to think of it, might be a pretty good benefit.</p>
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		<title>By: David Shaw</title>
		<link>http://www.trazoi.com/2009/08/17/prototype-plan-for-remainder-of-2009/comment-page-1/#comment-57</link>
		<dc:creator>David Shaw</dc:creator>
		<pubDate>Mon, 17 Aug 2009 22:00:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.trazoi.com/?p=128#comment-57</guid>
		<description>@Kevin: Thanks for the link, Kevin. I&#039;d missed reading that article. It&#039;s good to see some figure analysis.

I admit I&#039;m probably not basing my desire to make an iPhone game on shrewd business calcuations; it&#039;s far more because I think it would be cool (handheld device with accelerometers and a touch screen! Woo!)

The main tactical thinking is that I&#039;d like to try a bunch of different platforms (Flash for the web, C/C++ for desktop, Obj-C/C/C++ for iPhone) and see how they pan out and can play off each other. The biggest challenge in indie game development (heck, game development in general) appears to be being noticed and getting people to try out your game demos. The more avenues you&#039;ve got to be noticed, the better.</description>
		<content:encoded><![CDATA[<p>@Kevin: Thanks for the link, Kevin. I&#8217;d missed reading that article. It&#8217;s good to see some figure analysis.</p>
<p>I admit I&#8217;m probably not basing my desire to make an iPhone game on shrewd business calcuations; it&#8217;s far more because I think it would be cool (handheld device with accelerometers and a touch screen! Woo!)</p>
<p>The main tactical thinking is that I&#8217;d like to try a bunch of different platforms (Flash for the web, C/C++ for desktop, Obj-C/C/C++ for iPhone) and see how they pan out and can play off each other. The biggest challenge in indie game development (heck, game development in general) appears to be being noticed and getting people to try out your game demos. The more avenues you&#8217;ve got to be noticed, the better.</p>
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		<title>By: David Shaw</title>
		<link>http://www.trazoi.com/2009/08/17/prototype-plan-for-remainder-of-2009/comment-page-1/#comment-56</link>
		<dc:creator>David Shaw</dc:creator>
		<pubDate>Mon, 17 Aug 2009 21:52:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.trazoi.com/?p=128#comment-56</guid>
		<description>@Andrew: With the library, that&#039;s pretty much what I&#039;m planning to do to start with. It&#039;s all under a SVN repository anyway, but I&#039;ll keep a note of anything particularly useful so I don&#039;t forget it already exists. Maybe after a couple of reuses I&#039;ll tighten it up a bit, formalise the documentation and stick it into a common repository - but I&#039;ll need a few projects first.

If you haven&#039;t looked into it already, Unity 3D supports C# as a scripting language and runs on the iPhone.</description>
		<content:encoded><![CDATA[<p>@Andrew: With the library, that&#8217;s pretty much what I&#8217;m planning to do to start with. It&#8217;s all under a SVN repository anyway, but I&#8217;ll keep a note of anything particularly useful so I don&#8217;t forget it already exists. Maybe after a couple of reuses I&#8217;ll tighten it up a bit, formalise the documentation and stick it into a common repository &#8211; but I&#8217;ll need a few projects first.</p>
<p>If you haven&#8217;t looked into it already, Unity 3D supports C# as a scripting language and runs on the iPhone.</p>
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		<title>By: Kevin G.</title>
		<link>http://www.trazoi.com/2009/08/17/prototype-plan-for-remainder-of-2009/comment-page-1/#comment-55</link>
		<dc:creator>Kevin G.</dc:creator>
		<pubDate>Mon, 17 Aug 2009 18:43:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.trazoi.com/?p=128#comment-55</guid>
		<description>One thing to consider with iPhone development is that it looks like apps seem to sell more, but developers tend to have a thinner profit margin.  Gamasutra posted &lt;a href=&quot;http://www.gamasutra.com/php-bin/news_index.php?story=24686&quot; rel=&quot;nofollow&quot;&gt;an article&lt;/a&gt; about indie game development costs, about that.  Regardless, I&#039;m looking forward to your prototypes, and hope to be able to do something similar since I finally have a semester of grad school that isn&#039;t bogged down in a lot of classes.</description>
		<content:encoded><![CDATA[<p>One thing to consider with iPhone development is that it looks like apps seem to sell more, but developers tend to have a thinner profit margin.  Gamasutra posted <a href="http://www.gamasutra.com/php-bin/news_index.php?story=24686" rel="nofollow">an article</a> about indie game development costs, about that.  Regardless, I&#8217;m looking forward to your prototypes, and hope to be able to do something similar since I finally have a semester of grad school that isn&#8217;t bogged down in a lot of classes.</p>
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		<title>By: Andrew Russell</title>
		<link>http://www.trazoi.com/2009/08/17/prototype-plan-for-remainder-of-2009/comment-page-1/#comment-54</link>
		<dc:creator>Andrew Russell</dc:creator>
		<pubDate>Mon, 17 Aug 2009 14:55:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.trazoi.com/?p=128#comment-54</guid>
		<description>I&#039;d skip the library all together. Maybe, if you must, make an index into your old projects if you must (for example, a text file with something like &quot;HSL to RGB code is in fooproject in bar.cpp).

Copy-paste reuse from old projects is by far the most efficient - there&#039;s zero wasted effort and no overhead. Also I find that, when reusing code, it&#039;s almost always gone stale to some degree - anything from a few months ago needs to be reworked, years old code must be ported from C++.


Speaking of iPhone - I&#039;m rather excited about MonoTouch. Although I will reserve some enthusiasm until after I see a price (release is in September). As of today I am waiting on an iPhone - it will apparently take a couple of weeks (from a network, not directly from Apple).</description>
		<content:encoded><![CDATA[<p>I&#8217;d skip the library all together. Maybe, if you must, make an index into your old projects if you must (for example, a text file with something like &#8220;HSL to RGB code is in fooproject in bar.cpp).</p>
<p>Copy-paste reuse from old projects is by far the most efficient &#8211; there&#8217;s zero wasted effort and no overhead. Also I find that, when reusing code, it&#8217;s almost always gone stale to some degree &#8211; anything from a few months ago needs to be reworked, years old code must be ported from C++.</p>
<p>Speaking of iPhone &#8211; I&#8217;m rather excited about MonoTouch. Although I will reserve some enthusiasm until after I see a price (release is in September). As of today I am waiting on an iPhone &#8211; it will apparently take a couple of weeks (from a network, not directly from Apple).</p>
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