Coming from native Android and SQLite, the concept of universal data storage on local devices has been different. Apache Cordova and IonicFramework, being as awesome as they are, support HTML5 local storage calls. This allows us to store and retrieve data without the use or knowledge of SQL and on any platform we plan to use.
When creating a mobile app, specifically one that makes heavy use of the internet, it is often necessary to make sure an internet connection exists at launch and possibly display a message or perform an action if one does not exist.
The following is for an Ionic Framework 1 application. If you’re using Ionic 2, you will want to check here.
I’ve recently switched from using Admob in my games to Chartboost. This switch made sense because most of the ads that were filling with Admob were not relevant to gaming. For example, many of the ads Turbo Prop was receiving were dating and real-estate related. This resulted in very poor eCPM.
The following is a great (and quick) way to get Chartboost ads for iOS and Android in your Unity3D 4.3+ game.
When creating a game there is often the need to create a toggle. An obvious example might be for a volume controller. Click the sprite to turn the volume on, and click the same sprite to turn the volume off.
The best way to accomplish this task is to create a sprite game object that has a script with two public sprite variables. In the Unity editor add one sprite that will represent the on toggle position and another sprite that will represent the off toggle position. (more…)
Monetization is desired by game developers and standard app developers alike. For the developers that would like to keep their work free to download, in app advertising is often a good choice. Admob by Google is convenient for ads because it is compatible with iOS and Android without changes to the Unity3D project. (more…)
When it comes to computing, not all devices are created equal. An action intense game that runs at 500 frames per second on a computer may only run at 12 frames per second on a mobile device. To maximize your frame rate across all platforms it is very important to use your game resources efficiently.
One of the best things you can do for your game is to use object pooling. This conserves resources by recycling a pre-defined set of objects rather than dynamically creating and destroying them as necessary. (more…)
After about a month of hard work I’m proud to announce that my first ever game has been published to the popular mobile app stores. Turbo Prop was created with Unity3D 4.3 and is compatible with Windows Phone, Android, iOS, BlackBerry, and Amazon devices.