Software development is still one of the most valuable skills you can learn. Coding skills are portable, potentially highly lucrative, and flexible. But if you’re not already a skilled coder, where to begin?
To achieve maximum success, iOS game developers need an idea that’s both reassuringly familiar and strikingly new. That’s exactly what Stagehand delivers: The new platform game employs a clever twist on the popular endless-runner genre, with a sprinkle of ’90s classic Lemmings thrown in for good measure.
“Stagehand is a game that looks like a side-scrolling platformer, but instead of controlling the character, you move the stage,” developer Matt Comi told Cult of Mac. “We call it a ‘reverse platformer.’ The protagonist, Frank, runs and jumps all by himself. It’s the player’s job to make sure he doesn’t run into walls.”
Sure, playing games is a blast, but making games is where the real fun (and, let’s face it, money) is at. Turn this popular pastime into a passion and a profession, or just a creative outlet, with this bundle of lessons from Stone River eLearning.
Whether you’re a skilled coder or a total n00b, with dozens of courses covering the game-design gamut you’ll be able to get into the game in no time, and all for whatever price you’re comfortable paying.
Blake Reynolds, lead artist at Dinofarm Games (Auro, 100 Rogues), has come to the conclusion that “pixel art” is over. He’s decided to hang up his digital pencil tool and create art for games that current audiences can understand.
“Auro,” he writes, “is likely to be the last Dinofarm Games title to feature pixel art.”
To get the fun of virtual bowling without a Wii, look no further than Bowling Central, a magical iOS app that lets you swing your iPhone around to send a virtual bowling ball slamming into all the pins at the end of the lane.
The game is powered by Rolocule Games’ motion-tracking technology, called “rolomotion,” which lets you swing your iPhone like a Wii remote. The gaming company’s two founders wanted to create a Wii Bowl-style experience, only with an Apple TV and an iPhone, and they won a 2014 Edison Award for their solution.
“We worked really hard to get the motion gaming controls right,” Rolocule’s Anuj Tandon told Cult of Mac in an email, “and getting the perfect controls took time. Not only … can you give accurate direction to the ball, but by twisting the wrist, the ball can be given a spin, just like real bowling.”
Though he’s toyed with escape games for years, Turkish developer Maruf Nebil didn’t get hooked on the genre until 100 Floors hit the App Store in 2012. When The Room Two upped the ante with gorgeous 3-D environments a year later, Nebil set himself a devilish task: To create an unbeatable game that was also undeniably beautiful.
“I decided to make my game the hardest of all of them,” the 25-year-old developer said, with perhaps an evil laugh. “It’s like all 100 floors in a single room.”
While some games in this genre are about as fun and fulfilling as one of those “spot the hidden object” puzzles from a Highlights magazine, others prove truly challenging.
Some might say this type of game is purely for masochists, but others get lost in the obtuse challenge of finding hidden objects and solving maddening puzzles, all while trapped within a virtual room.
Hit TV show Family Guy followed a trajectory that’s very similar to Apple’s. The show appeared as a breath of fresh air early on, underwent a decline during which it almost vanished, then made a triumphant return.
In that way, Family Guy always seemed a perfect fit for iOS. Earlier this year, that pairing finally happened when developer TinyCo debuted Family Guy: The Quest for Stuff, a mobile game that follows Peter Griffin and the rest of the Fox TV show’s colorful supporting cast as they rebuild the town of Quahog after it’s been destroyed.
Six months down the line — and with the game currently in the middle of a haunting, courtesy of its Halloween update — Cult of Mac spoke with the developers about Seth McFarlane, making games funny, and the perils of in-app purchases.
Of all the people to appear onstage at Tuesday’s Apple keynote, U.S. game developers Super Evil Megacorp were among the most memorable — thanks partly to co-founder Tommy Krul’s decision to wear a fetching infinity scarf.
What followed were Internet memes, parody Twitter accounts — and a whole lot of buzz for Vainglory, the team’s hyper-competitive multiplayer online battle arena (MOBA) game that was called into action to help show off the graphical prowess of the iPhone 6.
As an example of the ever-thinning gap between console and iOS games, Vainglory knocked the demo out of the park, leaving fans salivating at the prospect of next-gen gaming on Apple’s new handset.
It also left people wondering about the origins of the fantastically named Super Evil Megacorp.
As a professional game developer, the big news coming out of Apple’s WWDC keynote wasn’t Swift or iCloud Drive — it was Metal.
In an onstage demo, Epic showed off the power of its Unreal engine after it had been modified to make use of this new Apple framework. Hundreds of fish reacted dynamically to a finger drawn on the screen. Leaves were shaken from a tree, and butterflies flew through the screen.
It was a very pretty demo. But what does it mean for the games you’ll be playing on your iOS device?