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Posts Tagged ‘game development’

Demystifying Unity iOS Crash Logs

March 21, 2014 8 comments

Someone who never ported Unity game to mobile (iOS / Android) can tell that it’s pretty easy. If you think so, you are very wrong. When running i.e. WebPlayer version of your game it allows you throwing exceptions that are not caught and sometimes the game runs without any crash, only in the log file you can read note about it. Mobile version is less forgiving. Unhandled exception will crash your app.

Reading iOS crash logs helps a lot while debugging, but if they are still mystery for you, you can read great article about them here: Demystifying iOS Application Crash Logs. The problem is, that sometimes Unity creates crash on your iOS device that will not tell you much:

...
6 mygame 0x002328f4 ___lldb_unnamed_function7016$$mygame + 268
7 mygame 0x0122597c ___lldb_unnamed_function93440$$mygame + 200
8 mygame 0x01964224 ___lldb_unnamed_function136404$$mygame + 2152
9 mygame 0x01a06274 ___lldb_unnamed_function138276$$mygame + 132
10 mygame 0x015a08cc MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethod*, MonoObject*, MonoException**) (MonoUtility.h:452)
11 mygame 0x015a0918 MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethod*, MonoObject*) (MonoBehaviour.cpp:975)
...

It will tell you nothing because of ___lldb_unnamed_function (sometimes there is only memory address if automatic symbolication went totally crazy). Instead of this unnamed function you would like to see name of your method in your C# scripts. The problem is wrong calculation of method address by default Xcode symbolication tool (more details about these calculations you can find here). To ease you life I created a script that will symbolicate crash log for you. All you need is the archive from which you created your binary, name of the application and crash log itself.

Usage is as follows:

symbolicate_crash.sh <archive> <app_name> <crash_log> [<output_file>]

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Dev Diary: Bridgy Jones

February 5, 2013 Leave a comment

People who say, that making games is easy, they don’t know anything about gamedev. I was working at different companies on variety of projects, but only game programming pushed my mind and skills to the next level. Maybe its passion? It doesn’t really matter now. Bridgy Jones is almost here!

Meet Bridgy and Bonner

From the idea through the prototype to the final product. Looks simple. Idea was simple – bridge builder. We decided to go with cocos2d framework for graphics, Box2D library for physics and Level Helper application for level design. Prototype was ready after two weeks. Final product planned in four months, worst case scenario – six months. Piece of cake! Really?

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One Game A Month

January 2, 2013 Leave a comment

One Game A Month logo
Following couple of game developers on twitter lead me to fantastic game development initiative called One Game A Month (1GAM). Generally you create a game each month. It’s not for the community, not to be reach, it’s just for yourself and just for fun. By creating game I mean not creating proof of concept, but whole working game. It’s really hard, because I already have couple unfinished game projects and I know that the road between idea with couple lines of code to the final product is rough. This topic is great covered by @McFunkypants (the initiative founder) in his keynote below.

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So, my plan is to create games! Currently, I’m motivated to create all 12 of them, but the time will show how it gonna end. I chose to make iOS games. My little game development experience told me, that one month is hell small amount of time when you have family and normal job, and 1GAM is only your hobby shared among other in spear time. Because of time and my will to learn new technologies, I plan to create games in Unity game engine. Some time ago I got free license for iOS platform, so it fits perfectly.

According to games, I will try to create as simple games as possible, but simple doesn’t mean boring. The game should bring lot of fun and joy, so in reality it’s damn hard to create simple and interesting game.

I’m pretty excited and curious how it’ll end up. All games I will create I will describe here on my blog. I hope to write 12 posts till end of 2013. I wish luck to all people taking part in 1GAM.

My GameDay 2012 Conference Remarks

May 15, 2012 Leave a comment

It’s been my second GameDay conference and I want to share my feelings about this one and also compare with the previous one. Remarks about GameDay 2011 conference you can find in my other post.

This time, the conference took place at Expo Silesia. Pretty big place for such a tiny event. Last time, it was at Silesian University and the number of participants was able to cover most part of the seats. This time, lots of empty seats were looking a bit strange. I think that the number of viewers comparing these two events was roughy even, but the feeling was much different.

After trailers and press news I thought that the whole Expo Silesia building will be covered by gamedev companies and tens of new and unreleased game shows. It was not true. There were only couple of stands:

  • Artifex Mundi with their games and Spark CE games editor
  • Microsoft with couple of XBox 360 consoles and Kinect
  • Reality Pump with Two World 2 game
  • iMad Apple Reseller with Apple devices
  • some company which I don’t know what they were doing, but surly nothing interesting
  • polish Imagine Cup team with their game
  • number of old computers 🙂

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Scripting iOS games with LUA (lua-wax)

April 6, 2012 Leave a comment

Creating game for iPhone/iPad is one thing, but making it enjoyable is way harder. Most of current games use physics for animation, to make scenes more realistic and not repeatable every time you start the same game level. You can teach your level designer Objective-C to code different behaviors for different things, but the simpler method is to script it in LUA. Lots of previous and today games use this scripting language to describe AI, events and many other things.

I wanted to implement LUA to my upcoming game and found pretty good library called wax. Its pretty impressive. All you have to do is:

#include
- (void) runLuaScript
{
    wax_start("your_script.lua", nil);
}

The problem was that you were unable to execute wax_start() function again (it was possible, but had no effect, script was not executed once again). It lead to big problem, how to load different scripts for different levels? To achieve it you have to clone/fork/download my forked version of wax that fixes that issue.

Steps to do:

  1. You can add my repository as submodule to your XCode workspace by executing command:
    git add submodule git@github.com:zbyhoo/wax.git
  2. Add libwax.a from your workspace to “Link Binary With Libraries” building phase
  3. Finally add “$(SRCROOT)”/wax/lib path (with recursive search) to your “User Header Search Paths” in Build Settings.

Now you will be able to do it this way in your application:

#include
- (void) runLuaScript
{
    wax_start("your_script.lua", nil);
    wax_end();
}

You can call runLuaScript method as many times you want.

Using you Objective-C classes in lua wax is really simple.

-- your_script.lua sample
local my_object = MyObjcClass:init
my_object:someMethod()
my_object:anotherMethodWithArgument("hello")
my_object:oneMoreMethodWithArgument_secondArgument("hello", "lua world")

For more details for lua wax take a look at Wiki page.

UPDATE:
My commits have been pulled to the original repo, so now you can use it instead of my fork.

My GameDay 2011 Conference Remarks

April 18, 2011 1 comment

That was really interesting weekend. GameDay 2011 conference was the best game development event I’ve been so far (honestly I was only at couple of them in Poland).

More detailed information about the conference you can find on the official web site, but I wanted to write couple of words about my feelings considering each lecture. The event took two days full of interesting speeches and workshops in the evening.

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