On Wednesday 20 th, I made my last orals for school. Some weeks ago, I’ve finished my training at Swad‘s web agency in Annecy. Since Wednesday my sandwich course at Gobelins school (Annecy) is finished, and now I’m in “holiday”. It means that I’m working on my new Portfolio and looking for a job probably at Lyon, France 😉
Let me introduce Tribus, the first game which use bus public transportation as gamification!
We were 4 people behind this project, Pauline the Graphic Designer, Coraline the Designer, Lory the Project Manager / Developer and me as the lead Developer.
Tribus is based on a simple observation : public transportation are boring time for many people. The idea was to play in real time with the bus public transportation and break the boredom thanks to the Gamification.
The Tribus’ concept is to gamify the bus route using its own elements : location, speed, line, bus stop… and offer a game!
The concept was there, but what type of game offer? A real time massive multi-players space opera? Impossible for a small team in 4 – 6 months, we aren’t Electronic Arts. A survival game with zombies? I loved this idea, it could have been awesome if we have worked on subway : safe point, network lost… all the ingredients were already present. However we wanted a game for everyone : fun, easy to play, stress-free… yep, one more casual game.
Tribus is a Canabalt type of game, it is close to Jetpack Joyride. But how are bus elements injected in the gameplay?
It is very difficult to have information on the bus, bus’ companies don’t disclose these informations. So we used the smartphone’s GPS. Thanks to it we could know our position and so the bus one. We have located bus stop in a database and so we knew if a user follow the bus route and then suppose that he is using the bus! The GPS is also used to know the bus speed and thus change the speed of the game.
We developed for iPhone, using Chipmunk and Sparrow for the game (not the app interface) and made a simple port of the Citrus Engine. Since this is my first project using Objective-C the port is not very “user friendly” and it can be improved a lot. Anyway, that was a very rewarding experience.
All the source code is available on GitHub.
Coming from AS3 & Starling framework, it is really easy to handle Sparrow. I was surprised to don’t find a class to manage several animations (like the gotoAndPlay in as3) in Starling and it is the same with Sparrow. So I’ve ported the AnimationSequence class (used in the Citrus Engine V3) from Starling to Sparrow.
Basically, the class extends SPSprite with all SPMovieClip animations added into a Dictionary which are addChild/removeChild (with the Juggler).
An AnimationSequence is defined with a texture atlas, an array with animation states and a simple string with the first animation :
In this tutorial, we will see how to create a basic interface in Objective-C with code only. It will be one TextField and one Button. Yeah, just that and we will need 6 files! And maybe we will use some inheritance.
ActionScript 3 is really a smart language, it is very quick to create what we will do. Something like 10 lines of code… Anyway, in this tutorial I will not make comparisons between ActionScript 3 and Objective-C like the previous one unless it is really useful.
Open Xcode and create a new iOS empty application, disable everything. Many files are created, but we will use only AppDelegate.h and AppDelegate.m In the AppDelegate we will init our applications.
Some days after my article about what is happening to Flash developers, I have started to learn Objective-C and I already like it!
In this post, I will try to compare ActionScript 3 to Objecitive-C. I’m really new to Objective-C so if you find any errors in what I say, please add a comment to correct me.
According to Wikipedia : Objective-C is a reflective, object-oriented programming language that adds Smalltalk-style messaging to the C programming language. Today, it is used primarily on Apple’s Mac OS X and iOS. Objective-C is the primary language used for Apple’s Cocoa API.