I am proud to say that the game I have been working on have finaly been unveiled https://youtu.be/ujVX3QJqhaQ.
More information about the game can be found here.
Author Archives: Ricochet Shooter
With the new generation consoles being released there are always new tech for rendering and optimising games for the consoles.
Many companies use their proprietary game engines, but as multi platform engines gets better and better they get used more and more. And with the mobile platform getting more complex and more powerful, many game engines have started to support mobile devices.
Some of these engines are
With these engines out the leap from mobile to console/PC will for gaming companies will decrease.
With the gaming industry maturing, the question is will the market get bloated with clones of successful games or will we see new types of genreas growing. Will games get bad ports to different platforms or will developers find the best ways of using each platform for different genreas?
It is still to early to analyse the numbers. But what is clear is that Nintendo do have control over handheld market.
Lately I have been working with porting Riddick: The Merc Files to android devices.
It’s a sneak/action touch based game based on the movie Riddick played by Vin Disel.
Lets start of by saying that I’m no hardware expert of any sort. But looking at the spec of the upcoming and released consoles one wonders how capable they are. It’s hard to compare the new consoles with the existing since there hardware are capable of so much more even at same speeds. So lets instead compare the consoles to each other.
As I have understood the previous generations bottleneck was in the RAM and thats probably why the console manufacturers have increased the RAM so dramatically.
Here are the RAM spec of each console.
- Wii U: 2GB of 1T-SRAM
- Xbox One: 8 GB DDR3
- PS4: 8 GB GDDR5
What does this mean? Well, the different types of RAMs are good at different tasks so there is no, this is the best RAM. It all goes back to the type of designed architecture of each console. Since PS4 and Xbox One are both using x86 architecture they are easier to compare. But the PowerPC of today is very simular to x86 so there shouldn’t be to much trouble comparing the Wii U either.
Of what I have come to understand 1T-SRAM is a high density static random access memory. It means it is faster than DRAM (dynamic) and uses less power but is more expensive. It is the same type of RAM that Xbox One uses in its GPU. SRAM is the fastest RAM out of the 3 consoles.
GDDR5 is a memory used for graphics, it is a high speed memory compared to consumer memories. But it has a higher CAS (latency) than DDR3. Since Xbox One have the slowest memory I think they have implemented 32 MB eSRAM (embedded) into the GPU in order help the RAM speed to get a little boost. But since the DDR3 has lower latency maybe the OS will load faster?
So the fastest RAM goes to the Wii U and the slowest to Xbox One, but Wii U have much lower amount of RAM, is that a design issue or a cost issue since the Wii U RAM is the most expensive?
Anyways, when playing games it all goes to the GPU. All 3 consoles are using GPGPUs. And all 3 are getting there GPUs from ATI.
From what I have come to understand is that the Xbox One and PS4 uses the same GPU architecture but have different solutions for there circuits. Xbox One have 32 MB eSRAM on the GPU as the PS4 uses GDDR5. Whichever is the better goes back to the developers as they need to utilize each systems strengths. The weakest GPU in raw power is the Wii Us, it have a weaker chipset but utilizes a combination of the Xbox One and PS4 GPU architecture, since it have both a high speed RAM and eDRAM on the die. Does this mean it will be easier to port games to Wii U from the other consoles?
As it goes for the CPUs the PS4 and Xbox One have very simular while the Wii U uses IBMs Power 7 architecture. Since the new systems are depending on heavy GPU load the clocks of the CPU havent increased as much as they did the last generation. Instead they are more effective and a lot of the job that the CPUs used to do now have specific hardware for it. That means that the CPU can more effectively do what it is good at and don’t need to have a 4GHz clock speed.
I think the Xbox One and PS4 is on par when it comes to spec, maybe the PS4 have a very little advantage with its GDDR5.
At the end of the day no console is better than its best games. So lets hope for great games for all consoles.
As I’m continuing my work on Project Ninja (working title) for iPhone. The game is getting more potential and starts to feel really stable. The single player experience is getting finished and the multiplayer is still to be done. The graphics are running in 60 fps and loading times are very fast. The single player mode has a story mode and a survival mode. As more the release is getting closer more pictures and videos of the game will be put up.
I’m hoping for a Q2 2013 release.
If you have any requests just write them in the comments and I will do my best to apply them in the game or future updates.
Kobold2D is a extended and improved version of the popular Cocos2D game engine. It can be downloaded here.
This tutorial will make a simple parallax scroller. Nothing to fancy, only simple stuff. If you are new to programming you should get familiar with XCode and Objective C before trying to make a game. You can download this tutorial from here.
In this tutorial we will add speed when touching the screen witch will make the objects on screen to move, all clouds are independent from the user speed and are only affected by the wind speed. Factors that will have an impact on the objects speed is the friction of the ground, depth of the object from the user and the accumulated speed. Releasing the screen will stop adding speed and depending on friction and the retardation value the objects will decrease in speed until stopped.
Download and install Kobold2D and then run the Kobold2D Project Starter, choose the Empty-Project template.
For creating sprite sheets I will use Zwoptex.
In MainMenu there is only a sprite (start) and a background object. The sprite has dimming effect for added effects. Touching the start will change the MainMenu scene with the Scroller scene. One good thing to do when changing scenes is to clear textures and/or sprites that is not necessary in order to save memory. In this tutorial I use
[[CCSpriteFrameCache sharedSpriteFrameCache] removeSpriteFrames]; [[CCTextureCache sharedTextureCache] removeAllTextures];
since I only have small spritesheets and I don’t need the previous textures/sprites.