Posts tagged: Mobile Game Programming

Il pinguino d’oro

Ultima nota per questa sera: se state già lavorando a un videogioco, e volete non tanto farvi conoscere, ma avere la possibilità di vincere un bel premio, date una occhiata a quest’ulteriore bando, sempre collegato ai corsi appena citati.


Il pinguino d’oro

Pinguino d'oro

concorso per gioco per dispositivi mobili

È richiesta una demo (1 livello) che presenti caratteristiche e funzionamento del gioco. La demo può essere presentata anche in formato per PC.
Gli elaborati devono essere inviati a netgarage@comune.modena.it entro giovedì 3 aprile 2014.
Verranno premiati 3 giochi con buoni acquisto presso l’Ipermercato LeClerc Conad di Modena, una da 400€ e 2 da 300€.
La premiazione avrà luogo domenica 6 aprile all’interno di PLAY Festival del gioco.

Info: netgarage@comune.modena.it
www.pinguinodoro.it

New G@me 2: partendo da zero

Non c’è ancora la versione PDF del flyer, e sul sito ufficiale mi sembra ci sia una versione del prospetto definitivo leggermente diversa – quindi nel dubbio riporto in modo completo le informazioni che riguardano la nuova versione del corso per sviluppo di giochi mobile (e non) che prende il nome di new g@me. 26 ore complessive di lezioni (gratuite), che spaziano dalla teoria più pura per arrivare alla programmazione (dove avrete me e Andrea Capitani come guide). Se siete interessati (e se i vostri impegni sono compatibili con date e orari) affrettatevi a prenotare i posti, perché ce ne sono solo 20 in totale.


new g@me 2

Comune di Modena – Rete net garage – Associazione Civibox
Università di Modena e Reggio Emilia – Corso di Laurea di Informatica
in collaborazione con Club TreEmme

 new g@me2 » partendo da zero

Corso aperto per ideare, progettare e realizzare un gioco per dispositivi mobili. Read more »

And, yes, I just did a deploy :-) (AD Turbo #7)

Ambulance Duty TURBO

While there are still nine hours missing before the deadline for the #charitygamejam, I’m really happy to say that I’ve been able to press publish button on Google Android Dashboard few minutes ago (I used Andrea Capitani‘s account, as I usually do for Marco Giorgini Production games – and he did testing and building for this game, too). So I hope to be able to submit my entry on Charity Game Jam official site within half an hour (the time needed for the game link to be visible)

Ah, the game should work on phones, and 7 or 10 inches tablets. It’s free (of course) – but I’ll be glad if you consider donating to MSF thru it (that was the point, after all).

This is the official page for Ambulance Duty TURBO – so bookmark it (or come back here)  to see when also the iOS version will be on Apple Store (I developed that, but a week at least is needed for arriving on their store – and this if everything’s compliant)

A special thanks to Massimo Borri for his 3d models (Ambulance Duty TURBO would look poorer without them) and of course to Andrea Capitani, who supported me for Android related last minute fixes.

P.S. in case you wonder – this game (c code+openGL)  required me more or less 20 hours of work (coding and everything else – including time for creating or selecting gfx&music)

Less than 15 hours to the deadline (AD Turbo #6)

Ambulance Duty TURBO
Deadline is near and near – and so I’m trying to code / texture fast as I can AND I start to reduce the list of things I want to put in the first release of this game. I think I’m really near to a deploy point so it’s time for me to stop a little while (sunday night it’s my turn to make supper…) before trying to close everything.
This is the current situation, anyway, in case you were curious about that :-)

First tests on devices (AD Turbo #5)

Ambulance Duty TURBO (home)
A lot of work, today (hours I mean, and without being too sleepy), to complete the game structure, and to polish hud and home screen. I’m anyway a lot late with my own schedule – so tomorrow (or later on tonight, if I won’t come home too late) I’ll keep on running trying to finish everything before the deadline.

adturbo.2
Keeping THAT in mind, today I’ve also done my first deploy on my iPhone/iPad to check if everything was fine (I mean, if it worked like on my PC), and few minutes ago I’ve shipped my source code + resources to Andrea Capitani, so to do a preliminary build even on Android (where I hope to do the first publishing – because there I won’t have to wait too much to see the app on the market).
Ah – today I’ve received another nice surprise from my friend Massimo Borri: a third 3d model! And this time it’s a truck :-) So I think I won’t need anything else for this first release (I’ll simply work on textures for these models, and I’ll work on background models and texture – once I’m ok with the coding).

Another step forward (AD Turbo #4)

Ambulance Duty TURBO (icon)
Ok, just some new screenshots – and, yup, the game icon. I’ll tell you more later on, but yesterday night working session has been another step forward for Ambulance Duty TURBO (a small game project, developed for #charitygamejam).
Ambulance Duty TURBO (home)This is a first draft for the home page.

Ambulance Duty TURBO (ingame)

And this is a new in-game screenshot – with *cars* – 3d modeled by Massimo Borri – an unexpected but very nice yesterday surprise :-)

Hear we later on today.

 

A new (better) ambulance model :-) (AD Turbo #2)

Ambulance 3D Model (by Massimo Borri)
Yesterday night I was not able to really work on Ambulance Duty TURBO – my little project for #charitygamejam – (I just started to do some test to find the right camera settings, and to put a skyline) but luckly for me my friend Massimo Borri was able (as I hoped :-)…) to send me an improved 3d ambulance model (he works with Blender) – so things will look a lot better. With a bit of luck tonight I should be able to do most of the (initial) work for the game, so to have something “playable” on my iPhone. I’ll keep you updated :-)

P.S. Massimo Borri is not only good with Blender (and other 3D modeling programs) but he’s also a gifted artist. If you want, you can follow his works on his Deviant Art account (yes, just one work at the moment – he will update that web place soon :-)…)

Ambulance Duty TURBO (#1)

Ambulance Duty TURBO (study)
For the #charitygamejam my idea is to do the game I described in the previous post in 3D. So, to make a very preliminar test, I used Wings3D and Misfit Model 3D, and I started to create to basic models I need. A piece of street – to start…
Ambulance Duty TURBO (study)
…and of course an ambulance. Read more »

#charitygamejam

Donato To Charity

Charity Game Jam Official Site

I know this things are not related, but, well, Xmas is not so far, and I discovered this great event: Charity Game Jam. That suggests to create (or remodel) a videogame, and to add in its main section a button, linking to a Charity – so that players can donate to help someone at our choice if (I suppose this is the point, but I can be wrong) they want to “pay” for the fun they had. A way for us programmer to morph our time and efforts in players money for the ones in need.

Time frame for the project is very strict (at this moment the time left is less than three days) and so I’m not sure at all to be able to submit something in time. But, well, I think that this idea is worth a try.

What I want to do is something similar to a race game (a very simple one – more an endless run, perhaps) – called Ambulance Duty TURBO (“turbo” is the keyword the people behind Charity Game Jam suggest to add at the end of the game). Your goal is to drive thru a virtual city faster and faster, in order to reach check points (to pick up someone or drugs, to drop someone or drugs), without colliding with other vehicles. In the time I’ll be able to put in this thing I’ll try to add more elements to the play or the “plot” – but this is my minimum goal. Let’s see what I’ll be able to do :-)

G@me: Start! al LinuxDay2013 a Modena

LinuxDayBanner2013

Se siete a Modena questo sabato sappiate che (nei locali del dipartimento di Fisica) si terrà il LinuxDay 2013. E, tra le 11 e le 13, ci sarà una sequenza di interventi legati al gaming intitolata “G@me: start!“.

Questo comunque è il programma completo della giornata:

Mattina – Presentazione e conferenze

 9.00 – 9.30 Benvenuto e apertura dei lavori

Michele Colajanni, Direttore Centro Interdipartimentale di Ricerca sulla Sicurezza dell’Università di Modena e Reggio Emilia
Fabio Poggi, Assessore alle Politiche Giovanili del Comune di Modena

9.30 – 11.00 – Il bit è MOBILE

Chairman: Riccardo Lancellotti, Università di Modena e Reggio Emilia

Interventi di:
Renzo Davoli, Università di Bologna – Open & mobile
Tiziano Annulli, Dquid – Tecnologie aperte per lo sviluppo dell’Internet of Things. Dove, come e perché

11:00 – 13:15 – G@me: start!

Chairman: Riccardo Cavalieri, Associazione Civibox

Interventi di:
Maresa Bertolo, Dipartimento di Design, Politecnico di Milano – Progettare un gioco
Marco Luongo, sviluppatore – Motori grafici open
Marco Giorgini, sviluppatore e autore – Realizzare il progetto
Gabriele Ferri, Game designer – Una esperienza modenese: Pantagruel
Walter Martinelli, Rete Net Garage del Comune di Modena – Presentazione dei progetti Corso New g@me2 e Concorso Pinguino d’Oro 2013

13:15 – 14.30: Pausa Pranzo Read more »

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