A Case Study on One-Source Multi-Platform Mobile Game Development Using Cocos2d-X
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First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
TI£ᄍᆲAL ¬タモ Asynchronous Multiplayer Shooter With
Entertainment Computing 16 (2016) 81–93 Contents lists available at ScienceDirect Entertainment Computing journal homepage: ees.elsevier.com/entcom TIṬAL – Asynchronous multiplayer shooter with procedurally generated maps q,qq ⇑ Bhojan Anand , Wong Hong Wei School of Computing, National University of Singapore, Singapore article info abstract Article history: Would it be possible to bring the promise of unlimited re-playability typically reserved for Roguelike Received 1 March 2015 games to competitive multiplayer shooters? This paper tries to address this issue by proposing a novel Revised 21 January 2016 method to dynamically generate maps at run-time almost as soon as players press the Play button, while Accepted 19 February 2016 ensuring the features what players would expect from the genre. The procedures are simple and practi- Available online 7 March 2016 cally feasible to be employed in actual computer games. In addition, the work experiments the possibility of incorporating asynchronous game-play element into a multiplayer shooter with human imitating bots Keywords: where the players can let their bot/avatar replace them when they are not around. The algorithms are Game implemented and evaluated with a playable game. The evaluations prove that playable 3D dynamic maps TIṬAL Prodecural content generation can be generated in order of seconds using game context data to initialise the parameters of the algo- Game map generation rithm. The paper also shows that asynchronous game-play element is a possible feature for consideration Bots in next generation multiplayer shooters. Artificial intelligence Ó 2016 Elsevier B.V. All rights reserved. 1. Introduction 1.1. Procedural content generation This paper demonstrates a novel method for procedurally gen- Procedural Content Generation (PCG) is the use of algorithmic erating dynamic maps at run-time at the click of the ‘Play’ button means to create content [2,3] dynamically during run-time. -
Game 232 001
Online & Mobile Gaming GAME232 Fall 2016 TR 9:00–10:15 am (001) 10:30–11:45 am (002) AB1018 Instructor: Prof. Sang Nam Associate Director, Computer Game Design Email: [email protected] Office: A&D Building 2025 Phone: 703-993-3163/office Twitter: twitter.com/sangumc Office Hours*: TR 11:45 am – 1:30 pm * Other times by appointment. The best way to reach me is via email. MASON MISSION STATEMENT Mission-Who we are and why we do what we do A public, comprehensive research university established by the Commonwealth of Virginia in the National Capital Region, we are an innovative and inclusive academic community committed to creating a more just, free, and prosperous world. MASON GAME DESIGN MISSION STATEMENT The Mission of the Computer Game Design Program at George Mason University is to prepare students for employment and further study in the computer game design and development field, doing so with a curriculum designed to reflect the gaming industry’s demand for an academically rigorous technical program coupled with an understanding of the artistic and creative elements of the evolving field of study. CATALOG DESCRIPTION Class covers the history, practice, and design of online and mobile games. Class will discuss the current state of the smartphone applications, and study the best practices to be successful in the applications market. Students will learn the development process for smartphone applications and develop original and innovative applications in a team-based environment. COURSE OVERVIEW In this course, you will explore the ever-expanding world of mobile, pervasive, and “big” games. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2013 (Briefing Date: 1/30/2014) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Apr.-Dec.'09 Apr.-Dec.'10 Apr.-Dec.'11 Apr.-Dec.'12 Apr.-Dec.'13 Net sales 1,182,177 807,990 556,166 543,033 499,120 Cost of sales 715,575 487,575 425,064 415,781 349,825 Gross profit 466,602 320,415 131,101 127,251 149,294 (Gross profit ratio) (39.5%) (39.7%) (23.6%) (23.4%) (29.9%) Selling, general and administrative expenses 169,945 161,619 147,509 133,108 150,873 Operating income 296,656 158,795 -16,408 -5,857 -1,578 (Operating income ratio) (25.1%) (19.7%) (-3.0%) (-1.1%) (-0.3%) Non-operating income 19,918 7,327 7,369 29,602 57,570 (of which foreign exchange gains) (9,996) ( - ) ( - ) (22,225) (48,122) Non-operating expenses 2,064 85,635 56,988 989 425 (of which foreign exchange losses) ( - ) (84,403) (53,725) ( - ) ( - ) Ordinary income 314,511 80,488 -66,027 22,756 55,566 (Ordinary income ratio) (26.6%) (10.0%) (-11.9%) (4.2%) (11.1%) Extraordinary income 4,310 115 49 - 1,422 Extraordinary loss 2,284 33 72 402 53 Income before income taxes and minority interests 316,537 80,569 -66,051 22,354 56,936 Income taxes 124,063 31,019 -17,674 7,743 46,743 Income before minority interests - 49,550 -48,376 14,610 10,192 Minority interests in income -127 -7 -25 64 -3 Net income 192,601 49,557 -48,351 14,545 10,195 (Net income ratio) (16.3%) (6.1%) (-8.7%) (2.7%) (2.0%) - 1 - Nintendo Co., Ltd. -
Game Engine Review
Game Engine Review Mr. Stuart Armstrong 12565 Research Parkway, Suite 350 Orlando FL, 32826 USA [email protected] ABSTRACT There has been a significant amount of interest around the use of Commercial Off The Shelf products to support military training and education. This paper compares a number of current game engines available on the market and assesses them against potential military simulation criteria. 1.0 GAMES IN DEFENSE “A game is a system in which players engage in an artificial conflict, defined by rules, which result in a quantifiable outcome.” The use of games for defence simulation can be broadly split into two categories – the use of game technologies to provide an immersive and flexible military training system and a “serious game” that uses game design principles (such as narrative and scoring) to deliver education and training content in a novel way. This talk and subsequent education notes focus on the use of game technologies, in particular game engines to support military training. 2.0 INTRODUCTION TO GAMES ENGINES “A games engine is a software suite designed to facilitate the production of computer games.” Developers use games engines to create games for games consoles, personal computers and growingly mobile devices. Games engines provide a flexible and reusable development toolkit with all the core functionality required to produce a game quickly and efficiently. Multiple games can be produced from the same games engine, for example Counter Strike Source, Half Life 2 and Left 4 Dead 2 are all created using the Source engine. Equally once created, the game source code can with little, if any modification be abstracted for different gaming platforms such as a Playstation, Personal Computer or Wii. -
Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing -
Game Development for Computer Science Education
Game Development for Computer Science Education Chris Johnson Monica McGill Durell Bouchard University of Wisconsin, Eau Bradley University Roanoke College Claire [email protected] [email protected] [email protected] Michael K. Bradshaw Víctor A. Bucheli Laurence D. Merkle Centre College Universidad del Valle Air Force Institute of michael.bradshaw@ victor.bucheli@ Technology centre.edu correounivalle.edu.co laurence.merkle@afit.edu Michael James Scott Z Sweedyk J. Ángel Falmouth University Harvey Mudd College Velázquez-Iturbide [email protected] [email protected] Universidad Rey Juan Carlos [email protected] Zhiping Xiao Ming Zhang University of California at Peking University Berkeley [email protected] [email protected] ABSTRACT cation, including where and how they fit into CS education. Games can be a valuable tool for enriching computer science To guide our discussions and analysis, we began with the education, since they can facilitate a number of conditions following question: in what ways can games be a valuable that promote learning: student motivation, active learning, tool for enriching computer science education? adaptivity, collaboration, and simulation. Additionally, they In our work performed prior to our first face-to-face meet- provide the instructor the ability to collect learning metrics ing, we reviewed over 120 games designed to teach comput- with relative ease. As part of 21st Annual Conference on ing concepts (which is available for separate download [5]) Innovation and Technology in Computer Science Education and reviewed several dozen papers related to game-based (ITiCSE 2016), the Game Development for Computer Sci- learning (GBL) for computing. Hainey [57] found that there ence Education working group convened to examine the cur- is \a dearth of empirical evidence in the fields of computer rent role games play in computer science (CS) education, in- science, software engineering and information systems to cluding where and how they fit into CS education. -
Michał Domański Curriculum Vitae / Portfolio
Michał Domański Curriculum Vitae / Portfolio date of birth: 09-03-1986 e-mail: [email protected] address: ul. Kabacki Dukt 8/141 tel. +48 608 629 046 02-798 Warsaw Skype: rein4ce Poland I am fascinated by the world of science, programming, I love experimenting with the latest technologies, I have a great interest in virtual reality, robotics and military. Most of all I value the pursuit of professionalism, continuous education and expanding one's skill set. Education 2009 - till now Polish Japanese Institute of Information Technology Computer Science - undergraduate studies, currently 4th semester 2004 - 2009 Cracow University of Technology Master of Science in Architecture and Urbanism - graduated 2000 - 2004 Romuald Traugutt High School in Częstochowa mathematics, physics, computer-science profile Skills Advanced level Average level Software C++ (10 years), MFC Java, J2ME Windows 98, XP, Windows 7 C# .NET 3.5 (3 years) DirectX, MDX SketchUP OpenGL BASCOM AutoCAD Actionscript/Flex MS SQL, Oracle Visual Studio 2008, MSVC 6.0 WPF Eclipse HTML/CSS Flex Builder Photoshop CS2 Addtional skills: Good understanding of design patterns and ability to work with complex projects Strong problem solving skills Excellent work organisation and teamwork coordination Eagerness to learn any new technology Languages: Polish, English (proficiency), German (basic) Ever since I can remember my interests lied in computers. Through many years of self-education and studying many projects I have gained insight and experience in designing and programming professional level software. I did an extensive research in the game programming domain, analyzing game engines such as Quake, Half-Life and Source Engine, through which I have learned how to structure and develop efficient systems while implementing best industry-standard practices. -
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers
EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers EA Partners Expands to Chillingo and Playfish to Help Independent Developers Publish on Fast-Growing Digital Platforms REDWOOD SHORES, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today announced that Chillingo and Playfish™ will offer publishing services to the fast-growing mobile and social gaming platforms to the independent development community. Following the successful and award-winning EA Partners program, EA will be expanding its partnership programs for Chillingo and Playfish furthering the delivery of fresh content to platforms such as the Apple App StoreSM, Google Android™ and Facebook®. Since its establishment in 2003, EA Partners has built a reputation for working with top-notch independent game developers, promoting both creativity and innovation amongst its global partners. Current partner titles include Epic Games and People Can Fly (Bulletstorm™), Crytek (Crysis®2), Valve (Portal 2), 38 Studios (Kingdoms of Amalur: Reckoning), Spicy Horse (Alice: Madness Returns™), Grasshopper Manufacture (Shadows of the Damned™), Paramount Digital Entertainment (Rango The Video Game), Trap Door (Warp), Funcom (Secret World) and Vanguard Games (Gatling Gears). EA partner studios also include Insomniac Games, Starbreeze Studios and Respawn Entertainment with forthcoming titles. "The EA Partners program has proven to be a phenomenally successful model. It is an all around win-win situation. The program allows EA to partner with some of the world's best console, PC and digital developers while providing those independent developers with a global distribution/publishing partner," said Bryan Neider, EA Games Label COO and General Manager of EA Partners. -
Development of a 2D Lateral Action Videogame for Android Platforms
Escola Politècnica Superior Universitat de Girona Development of a 2D lateral action videogame for Android platforms. Desenvolupament d’un videojoc d’acció lateral per a plataformes Android. Projecte/Treball Fi de Carrera GEINF. Pla 2016 Document: Memòria Autor: Robert Bosch Director: Gustavo Patow Departament: Informàtica, Matemàtica Aplicada i Estadística Àrea: LSI Convocatoria: JUNY/2016 Contents 1 Introduction6 1.1 Introduction . .6 1.2 Personal motivations . .7 1.3 Project motivations . .7 1.4 Project purposes . .7 1.5 Objectives . .7 1.6 Structure of this memory . .8 2 Feasibility study9 2.1 Resources needed to develop this project . .9 2.1.1 Developer requirements . .9 2.1.2 Player requirements . .9 2.2 Initial budget . 10 2.3 Human resources . 10 2.4 Technological viability . 11 2.4.1 Economic viability . 11 2.4.2 Human costs . 11 2.4.3 Equipment costs . 11 2.4.4 Total costs . 11 3 Methodology 12 4 Planning 14 4.1 Working plan . 14 4.2 Planned tasks . 14 4.2.1 Planning . 14 4.2.2 Learning . 14 4.2.3 Implementation . 14 4.2.4 Verification . 15 4.2.5 Documentation . 15 4.3 Estimated scheduling . 16 4.4 Expected results of every task . 17 4.4.1 Planning . 17 4.4.2 Learning . 17 4.4.3 Implementation . 17 4.4.4 Verification . 17 4.4.5 Documentation . 17 5 Framework 18 5.1 Videogame engines . 18 5.2 Examples of videogame engines . 18 5.2.1 Unreal Engine . 18 2 Contents Contents 5.2.2 CryEngine . 19 5.2.3 GameMaker . -
Marking WWII's End, Virtually
Some insights into Looking for a new Preview of Tigers’ substance abuse pet? Shelter has ideas game vs. Starfires Area State Page 3 Page 5 Sports Page 6 The News-Bannerwww.News-Banner.com THURSDAY, SEPTEMBER 3, 2020 BLUFFTON, INDIANA • Wells County’s Hometown Connection $1.00 Two studies give potential options at Lancaster Park By DEVAN FILCHAK During the meeting, Sundling The Bluffton Parks Department also briefly presented the feasibil- and board discussed the possibili- ity studies he obtained for Lan- ties for Lancaster Park Tuesday, as caster Park. It has been known for well as the results of two feasibil- some time that the land, which is ity studies for projects at the park. where the former Lancaster school The park, which is across the was, will need some work before street from Lancaster Central Ele- anything can be built on it. mentary School on Jackson Street, Mayor John Whicker has tenta- has been the topic of discussion tively said that he would like Sun- for years now. dling to present the studies at the In 2018, Roger Thornton pro- Bluffton Common Council meet- posed a sports complex and park ing on Sept. 29. in the 18-acre space. However, “It gives a month for people Pam Vanderkolk, superintendent to look at this stuff instead of a of the department, said the park weekend,” Sundling said. board has had plans for the park Two feasibility studies were for more than 10 years. obtained — one from Engineer- The parks department would ing Resources, which is the firm A focus on hygiene like for the area to have a trail that has done previous work with School desks have to be wiped head on the Interurban Trail and the park on Thornton’s behalf, and down between classes, and fre- serve as a greenspace.