Developing a game intended for multiple end platforms can present some unique challenges to consider. For one, the differing pixel resolutions on apple devices over the years necessitate at least some different background images and layouts to accommodate the different aspect ratios. My initial technique to deal with this problem was to include a copy of each background for each device present in its scene, with its rendering switched off.
Social media has nowadays become a key aspect of every application, especially when it comes to games. Below you can find an easy tutorial on how to speed up development when integrating Facebook into your Unity project.
Our most recent in house project was a fun children’s game called Whack Attack, and was built with Unity 3D and released for iPhones and android devices. Unity is a great tool, but it is definitely (and obviously) more geared for game crafting in the third dimension. Our game deals mostly with two dimensional sprites, although they are set in a pseudo 3d environment to attain some basic perspective.
On my previous project, I was busy delving into the relatively new world of Unity game scripting as my go-to solution for dynamic content. Now I’m working on a game that has me going back into the world of Flash, so I thought I would write a brief commentary on the differences I perceive between the two frameworks as it pertains to 2D game-crafting.