Make apps look like Talking Tom Cat

I want to make apps like Talking Tom Cat, Touch Pets Cats /, Virtual Monkey and Tap Zoo.

I know the basic animation of the Iphone.

I want to know that I can do these applications without OpenGL, coconuts and other gaming environments ... Can I do this using only the basic framework ...

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3 answers

There are 2 approaches

  • One - make them like 3d models with animation. Unity3d is best suited for this (it greatly reduces development time). But the basic iPhone version for publishing costs $ 400. I think it's worth it.

  • Two - make all of them as frame animations. For animation, use Cocos2d or UIImageView frames. You have to disconnect and distribute "on the fly" when you have too many frames, because of which you may fall into the memory warning. You might think that downloading on the fly would be expensive / intensive, but not as many as you would expect, since iDevices has flash memory, and we tried it.

I personally would say use the second method if you only need a clown. But with 3D models with animations in them, you get more freedom to add creativity, like a three-dimensional camera, to look around. Thus, you can poke in the butt and have another animation for it, etc. You can also have an overlay texture and do things like adding tattoos to a 3d model.

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Well, if this is related to the talking volume, then there is no use of OpenGLES ... they just use images and animate them. using something like this -

aniImage = [[UIImageView alloc] init]; UIImage* opa1 = [UIImage imageNamed:@"o1.png"]; UIImage* opa2 = [UIImage imageNamed:@"o2.png"]; UIImage* opa3 = [UIImage imageNamed:@"o3.png"]; UIImage* opa4 = [UIImage imageNamed:@"o4.png"]; UIImage* opa5 = [UIImage imageNamed:@"o5.png"]; UIImage* opa6 = [UIImage imageNamed:@"o6.png"]; UIImage* opa7 = [UIImage imageNamed:@"o7.png"]; UIImage* opa8 = [UIImage imageNamed:@"o8.png"]; UIImage* opa9 = [UIImage imageNamed:@"o9.png"]; UIImage* opa10 = [UIImage imageNamed:@"o10.png"]; UIImage* opa11 = [UIImage imageNamed:@"o11.png"]; UIImage* opa12 = [UIImage imageNamed:@"o12.png"]; UIImage* opa13 = [UIImage imageNamed:@"o13.png"]; UIImage* opa14 = [UIImage imageNamed:@"o14.png"]; UIImage* opa15 = [UIImage imageNamed:@"o15.png"]; UIImage* opa16 = [UIImage imageNamed:@"o16.png"]; UIImage* opa17 = [UIImage imageNamed:@"o17.png"]; UIImage* opa18 = [UIImage imageNamed:@"o18.png"]; NSArray *imgsArr = [NSArray arrayWithObjects:opa1, opa2, opa3, opa4, opa5, opa6, opa7, opa8, opa9, opa10, opa11, opa12, opa13, opa14, opa15, opa16, opa17, opa18, nil]; [aniImage setAnimationImages:imagesOpcaity]; [aniImage setAnimationRepeatCount:1.0]; [aniImage setAnimationDuration:0.2]; 

If you want to see all the images that they use, follow these settings -

1) buy the free version on your iPhone / iPad
2) Transfer your purchases to your Mac or Windows.
3), then drag the ipa file from the library β†’ Applications to the desktop (just drag the application icon from iTunes to the desktop)
4) rename the .ipa file to a .zip file
5) extract this zip file.
6) you will receive a folder named "Payload" in it.
7) open the .app file (it will automatically open on windows, because it is a folder in windows, on a Mac, right-click on it and choose to display the contents of the package.
8) in the .app folder you will find a folder containing all the images used by the above function.

Hope this helps

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You can make Tap Zoo and others using images or sprite sheets that can be on UIButton or enable user interaction for images. but you have to use a lot of coding in order to implement some of these large ones, it would not be easy to execute this only many lines of code (seriously much more than 100K). So take my advice and learn cocoa2d or quartzcore2d or opengl in such a way that you not only learn something new, but also can make nice games. to start opengl follow this link

http://appstapnet.blogspot.in/2009/04/opengl-es-from-ground-up-part-1-basic.html?m=1

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Source: https://habr.com/ru/post/1336278/


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