[SDK] ARlab Releases Live Versions of their SDKs - Android Apps and Games

This is indeed a bit overdue, but better late than never I suppose.
With the release of linkAR, the social community for augmented reality developers. We also released our new SDKs armed and ready to use.
ARBrowser SDK:
http://www.youtube.com/watch?v=JvRzzyjXA_Q&feature=plcp]
"Add augmented reality geolocation view to your Android or iOS application in less than 5 minutes.
Fully customized framework with really easy API. The framework takes care of all the complex functionalities of the augmented reality browser. You just need to focus on designing you application"
If you're wondering what to do with this SDK, you can check out the apps we at ARLab developed with them:
BombAR: The AR bombing game.
Image Matching SDK:
http://www.youtube.com/watch?v=zf3jBBE9pus&feature=plcp
"A real time image recognition engine that can match thousands of pictures within your device without an Internet connection.
Our powerful image matcher uses a smartphone’s powerfull hardware to complete the image processing and give matched results in milliseconds.
The engine is very easy to use. You just need to add your images and the engine will start doing the matching with no pre-processing required."
Once again the ARLab team has developed sample apps for you to know what kind of things you can do with this SDK:
Trailer Catcher: Identify movie posters within seconds.
So if you want to get these SDKs, you can simply go to developers.arlab.com and register there. You can also ask questions, unlock bonus content, tutorials and much more.
If you are looking into some AR developing check out these SDKs, as you'll be also able to download them as betas here.
If you are further interested in what we do you can check out our blog, our facebook, or our twitters @arlabdev and @arlaboratory.
Please do not hesitate to ask any questions or give us any constructive feedback!
Cheers
yelamos

Related

Gamework - library for creating geolocation games

Hello!
Within my Bachelor thesis I developed Android library for easy creation of geolocation games.
The resulting game is composed of three parts:
This library
User interface of application
Game scenario
Game scenario (= the definition of game objects and logic) is stored in *.xml file which is separed from the user interface and its code. Theoretically, it is possible that author of the game is not programming in Java / Android - if he use already existing GUI (or if there will be two guys where one prepare GUI and second create game scenario - it could be similar to programmer and coder for websites). Simply one application (and its GUI) can use multiple different game scenarios.
Library currently allows single player games without moving objects (= without enemies and artificial intelligence). It should be applicable to various puzzle, logic or for other types of games - it's more about idea and creativity. In the future I would like to add new features and capabilities according to the feedback I receive. So I will be glad if someone could try it and let me know what is missing or what needs to be changed/improved to fit needs of your game.
The library is released under the Apache License Version 2.0, so without no restrictions even for commercial products.
You can find it on GitHub: github.com/robyer/gamework
If you want to know how to practically use the library, what could be set in game scenario or you have any other question, just ask
I will answer directly or eventuallyl update second post here.
If anyone will be interested in this, let me know
...
Example Scenario file with commented all possible elements you can find at
github.com/Robyer/Gamework/blob/master/ExampleGame/assets/example.xml
I also created an example/testing application, few screenshots:
i40.tinypic.com/23wus7t.png
i43.tinypic.com/2bp0xv.png
i40.tinypic.com/igaf5i.png
APK file to download: robyer.cz/stahni/GameworkApp.apk
Very interesting
I don't know if I will ever actually get around to making my little "game," but what you are talking about is one of the things I wanted to incorporate. There will be no AI in my app, just user input/logic solving and I wanted GeoLocation to be an active part of the users options.
I am extremely knew to it all, so I can not provide you any real feedback. I just think it is great that you have this and hopefully I will be able to reference it if/when I ever get fully motivated!
Again, very interesting. Thank you.
Robyer said:
Hello!
Within my Bachelor thesis I developed Android library for easy creation of geolocation games.
The resulting game is composed of three parts:
This library
User interface of application
Game scenario
Game scenario (= the definition of game objects and logic) is stored in *.xml file which is separed from the user interface and its code. Theoretically, it is possible that author of the game is not programming in Java / Android - if he use already existing GUI (or if there will be two guys where one prepare GUI and second create game scenario - it could be similar to programmer and coder for websites). Simply one application (and its GUI) can use multiple different game scenarios.
Library currently allows single player games without moving objects (= without enemies and artificial intelligence). It should be applicable to various puzzle, logic or for other types of games - it's more about idea and creativity. In the future I would like to add new features and capabilities according to the feedback I receive. So I will be glad if someone could try it and let me know what is missing or what needs to be changed/improved to fit needs of your game.
The library is released under the Apache License Version 2.0, so without no restrictions even for commercial products.
You can find it on GitHub: github.com/robyer/gamework
If you want to know how to practically use the library, what could be set in game scenario or you have any other question, just ask
I will answer directly or eventuallyl update second post here.
If anyone will be interested in this, let me know
Click to expand...
Click to collapse
Why you dont make it into .apk file?
pnprp said:
Why you dont make it into .apk file?
Click to expand...
Click to collapse
This is a library. A set of tools for developers to create games (more) easily. There is a sample game on github, though, but you will need to "compile" the apk yourself.
Hi, thanks for your responses.
pnprp: as Fitoma already said, this is only library. I may put APK with my testing app here, but it would be useless for you as it does basically nothing.
(Also I found some bug with FC right after start, I'll fix that asap.) - done.
EDIT: I uploaded APK of testing app here: robyer.cz/stahni/GameworkApp.apk (+ added also to second post)

My game on cocoonJS - crossplatform develop. (HTML5\android\IOS)

Hi,
CocoonJS is a technology that helps HTML5 developers publish their web-based games and apps in the most important mobile and web stores with no code changes and with all the advantages of native development.
More - http://ludei.com/cocoonjs/
Currectly support android/ ios / chrome / pokki
Awersome perfomance.
My game - Postal service. gameplay has been written for 2 days, on ludum dare.
web version - http://apps.facebook.com/postalservice/
android version - http://play.google.com/store/apps/details?id=com.mnillstone.postalservice
ios coming soon(on review).
I'm starting to develop a new game. I can try to write articles on various aspects of html5 development and integration with the CocoonJs. Is it interesting?
Mnill said:
Hi,
CocoonJS is a technology that helps HTML5 developers publish their web-based games and apps in the most important mobile and web stores with no code changes and with all the advantages of native development.
More - http://ludei.com/cocoonjs/
Currectly support android/ ios / chrome / pokki
Awersome perfomance.
My game - Postal service. gameplay has been written for 2 days, on ludum dare.
web version - http://apps.facebook.com/postalservice/
android version - http://play.google.com/store/apps/details?id=com.mnillstone.postalservice
ios coming soon(on review).
I'm starting to develop a new game. I can try to write articles on various aspects of html5 development and integration with the CocoonJs. Is it interesting?
Click to expand...
Click to collapse
It sounds interesting! :victory:
Can u guide me through Facebook Integration part
Hi
i have written a game using CAAT game engine and now using COCOON JS to deploy it
I'm now struct with the Facebook Integration Part
where i'm getting a error as " Key hash E7rnQv1gxeHDd0uOra-0EHzc1hE does not match any stored key hashes. "
I've tried CocoonJS and at first I was really impressed. The only 2 downsides I've found are:
- you can't edit AndroidManifest.xml without using apktool. If you want specific configuration, you'll have a bad time
- size of apk, even for simple apps, apk is very large
I also used CocoonJS in my game and I think that in general it's a really handy framework. I would recommend it for those who want to develop relatively simple mobile games and release it on different platforms. However, there is a list of limitations that you'd face with CocoonJS. The most painful limitation for me was impossibility to run a CocoonJS-based app on any Android virtual device, which complicates the testing.

[APP][2.3.3+] Chemify: Chemistry Tools

If you enjoy chemistry (or hate it, but are stuck doing it), you might realize that some parts of chemistry are really tedious and mundane. That's where Chemify comes in.
Essentially, I've built an all-in-one chemistry calculator and reference area. It's still in development, but I released the core version of it to the public today (Feb 19, 2014). It has the cabality to predict chemical reactions, nomenclature, oxidation numbers, solubility rules, molar masses, states of matter, and much more (and more on the way!). The best part about the app is that it's not so much meant for cheating, but rather to help you learn - every answer it gives you comes with how it got the answer.
Here's a quick promo video showing how it works, and what's currently in the core version:
This is my first Android app, so I'm trying to gain suggestions, reviews, some users, etc. Any help/suggestions is appreciated.
You can download the app from the Play Store.
There have been a number of updates to the app since the publication of the promo video! First and foremost, there has been a "dimensional analysis" section added, so you can convert units within the app fairly easily. You can also view a number of constants in the Constants tab under Resources.
There have also been a few bug fixes, as well as general system improvements. Support for different languages is coming soon!

[Q] Please recommend development environment for a designer

Hello,
I'm a designer, so I've got little to no programming experience, but I'm tired of waiting for a game that I like so I'd want to make it myself.
I'm looking for a simple way to develop android games, such as very simple text based RPG or a simple tower defense ( example: robot defense ).
I am now testing the waters with processing.org and I like it, but it's uses a trial and error process for the interface where I code and then test my changes on the phone after about 2 minutes while it builds and uploads.
What I am looking for
a free solution
powerful enough to do compicated stuff later on ( example: dweller beta rpg )
an assets centric interface ( way to drag an drop & manage a list of assets )
wysiwyg window where you drag and position buttons around and see changes as you do them with no need to build out what you have to preview the interface
rather well documented and supported by a community, popular ( ways to find books or youtube videos on making games )
(nice to have) export apk or even better a signed apk with my .keystore file
(optional) cross platform to ios with the same code
offline tool for windows so that I can develop anywhere with no internet
What I want do avoid
stupid limitations such as enforced splash screens stating it's using a free version, max number of assets, etc
Close but no cigar
http://explore.appinventor.mit.edu - unfortunately it's online and I don't know how powerful is it
unity - like it but it has some big limitations in the free version and it feels like a sluggish environment
http://coronalabs.com/pricing/ - like it but even the basic version asks for money and it has some limitations
http://www.spritebuilder.com/getting-started/ - free has no in-app purchases or social media & analytics modules
That being said, I'm open to suggestions. Thank you in advance.
Any pointers are welcomed.
nemuro said:
Hello,
I'm a designer, so I've got little to no programming experience, but I'm tired of waiting for a game that I like so I'd want to make it myself.
I'm looking for a simple way to develop android games, such as very simple text based RPG or a simple tower defense ( example: robot defense ).
I am now testing the waters with processing.org and I like it, but it's uses a trial and error process for the interface where I code and then test my changes on the phone after about 2 minutes while it builds and uploads.
What I am looking for
a free solution
powerful enough to do compicated stuff later on ( example: dweller beta rpg )
an assets centric interface ( way to drag an drop & manage a list of assets )
wysiwyg window where you drag and position buttons around and see changes as you do them with no need to build out what you have to preview the interface
rather well documented and supported by a community, popular ( ways to find books or youtube videos on making games )
(nice to have) export apk or even better a signed apk with my .keystore file
(optional) cross platform to ios with the same code
offline tool for windows so that I can develop anywhere with no internet
What I want do avoid
stupid limitations such as enforced splash screens stating it's using a free version, max number of assets, etc
Close but no cigar
http://explore.appinventor.mit.edu - unfortunately it's online and I don't know how powerful is it
unity - like it but it has some big limitations in the free version and it feels like a sluggish environment
http://coronalabs.com/pricing/ - like it but even the basic version asks for money and it has some limitations
http://www.spritebuilder.com/getting-started/ - free has no in-app purchases or social media & analytics modules
That being said, I'm open to suggestions. Thank you in advance.
Click to expand...
Click to collapse
i would recommend unity 3d, its free but the paid version (expensive...) is pretty great too, check out android studio as well, it might come in handy building the ui.

Best way to make a game for Apple and/or Andriod

Hello Everyone,
I am new to this forum, and new to the world of mobile phone game construction.
I have spent the last month researching the best way to make an game app for android or apple phones and tablets.
I am struggling to find good information online, so I would appreciate any comments you may all have .
I wish to construct a 2D platformer game only, but want to use the most user friendly method to do this. I would also want to upload the game to the market once completed.
I have played around with the following software so far, but have failed to make good progress. This is because I am unsure which software I should be using:
Cocos-2dx
QT Creator
Andriod Studio
When using QT creator (also known as Eclipse I think) I was having trouble setting it up for mobile development. But I was able to get good information online and use demo codes to mess around with.
During my research people have been saying Android Studio is the way forward, because it has a gradle system apparently. However, starting off making a game on this is incredibly hard as there are no examples or demo code around. I am assuming I cant use the demo codes from the QT creator software on the Android Studio?
Does anybody recommend a particular software for 2D games?
I am not experienced in programming, but I just need a good starting point.
Thank you for your time.
Jamie
QT Creator, Eclipse, Android Studio are just code editors. They also have tools for GUI building, but that is not related to games - games draw everything with OpenGL or DirectX.
So, first of all, you have to choose game engine or framework. Prefer the most popular - that means a large community, a lot of info and help.
Unity, Cocos2d are mentioned often. And libGDX as well, which I use, but don't know really cool top grossing games made with it, maybe it means something
Game engines either have their own editors with gamedev-oriented tools or instructions on how to set everything up in popular IDEs. And they provide nice tutorials also.
stickin said:
QT Creator, Eclipse, Android Studio are just code editors. They also have tools for GUI building, but that is not related to games - games draw everything with OpenGL or DirectX.
So, first of all, you have to choose game engine or framework. Prefer the most popular - that means a large community, a lot of info and help.
Unity, Cocos2d are mentioned often. And libGDX as well, which I use, but don't know really cool top grossing games made with it, maybe it means something
Game engines either have their own editors with gamedev-oriented tools or instructions on how to set everything up in popular IDEs. And they provide nice tutorials also.
Click to expand...
Click to collapse
Hi Sticken,
Thanks for your clear response. It appears I have been going down the wrong road then. I will look at the ones your have mentioned. I have heard the name unity pop up now and again. After checking on the website you have subscribe to a pro version. I am hoping I would not need to do this as my game is just going to be a simple 2d platform
ja7me said:
After checking on the website you have subscribe to a pro version. I am hoping I would not need to do this as my game is just going to be a simple 2d platform
Click to expand...
Click to collapse
No, you can find the restrictions of free personal edition on the website too. They aren't critical.
I am quite new to the game development scene too. I decided upon Unity myself late last year. I have found it a great tool
to develop on (both 2d and 3d) with lots of information and tutorials out there that could help you build your game.
I have been using it now for around 4 months and have just released my first game to the Google Play store.

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