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[业评] 苹果的野心与扩张,任青,索饭,软饭开始颤抖了吗

今年的WWDC上,苹果公布了游戏手柄API
该游戏手柄不只是对应新的iOS7, 同时还有MAC的OS X v10.9
手柄的连接方式有无线和有线直接连接两种方式(后面会附上官方的说明文档,各位青自行细细阅读)




现今掌机市场的颓废大家耳睹目染,苹果游戏手柄的公布,意味着苹果开始正式进军游戏界,是游戏界,不只是掌机!
掌机游戏市场被手机游戏的蚕食大家都明白,这次增加IPHONE的实体按键手柄,传统核心游戏触摸操作的弊端解决了。只要那些大厂把游戏移植过来,以IPHONE的装机量,掌机方面余下的半壁江山几乎到手。现在的3DS, PSP VITA,移植过去,以前的NDS, PSP大把游戏资源只要强化移植,
那些游戏厂商就可以炒冷饭大赚一笔。冷饭厂们,心动了吗!

苹果在布局,如果IPHONE是掌机,MACBOOK就是家用机,而且生态圈统一
新的MAC系统,优化了多屏,外接显示器和电视更好了
同时挑战索尼和任天堂的家用机+掌机,挑战微软
苹果上半年接触游戏开发者大会就是在准备打造新的游戏生态圈

苹果的APP STORE是目前最完善最强大的在线商店不,苹果几个G的新系统都是通过APP STORE下载。MACBOOK的休眠更新系统,可以在合盖休眠后自动下载,这对下载大型游戏很有利。MACBOOK对于一般游戏完全可以胜任,开发周期短和成本远低于次世代游戏机,和IPHONE的联动可以做得很好。家用机方面依然可以蓝海到红海。
把游戏投影到电视或显示器,电脑端不受影响,什么游戏社区,游戏勋章,玩家视频语音文字交流,都可以同步进行
不用像家用机那样还得退出游戏或暂停游戏,还得外接键盘和其他外设,影响用户体验。边查攻略边交流边游戏,多爽,一台MACBOOK全部实现。

加上IPHONE的游戏手柄同时也可以作为MACBOOK的游戏手柄,多屏,触摸,体感都来了!
WIIU, XBOX ONE,PS4,你们需要颤抖吗?


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以下是苹果官方的游戏手柄文档:
引用:
Important: This is a preliminary document for an API or technology in development. Although this document has been reviewed for technical accuracy, it is not final. This Apple confidential information is for use only by registered members of the applicable Apple Developer program. Apple is supplying this confidential information to help you plan for the adoption of the technologies and programming interfaces described herein. This information is subject to change, and software implemented according to this document should be tested with final operating system software and final documentation. Newer versions of this document may be provided with future seeds of the API or technology.Game controllers provide new ways for players to control your game. Apple has designed specifications for hardware controllers to ensure that all of the controllers have consistent sets of control elements that both players and game designers can rely on.

At a Glance
The new Game Controller framework, added in iOS 7 and OS X v10.9, makes it easy to find controllers connected to a Mac or iOS device. Once discovered, your game reads control inputs as part of its normal gameplay. There are three kinds of controllers available:
A standard form-fitting controller: An iOS device sits inside the controller and the player can access both the iOS device’s screen and the controller elements.
An extended form-fitting controller: An iOS device sits inside the controller and the player can access both the iOS device’s screen and the controller elements.


Discovering and Connecting to Controllers
A physical controller is represented in your game by a GCController object. The Game Controller framework creates these objects for you when a controller is connected to the device, and you work through these objects to configure the controller and read the controller’s inputs. However, before you add input support to your game, you first need to learn how to find and configure controllers.

You will learn about:

Determining which controllers are connected to a device.

Discovering wireless controllers for the first time.

Configuring a connected controller and reading information about the controller.

Finding Connected Controllers
Whether the controllers are connected by a wireless connection or directly attached to an iOS device or Mac, they appear the same in your game. At any time, you can call the controllers class method to retrieve an array of GCController objects, one for each connected controller. Then, you use these objects to configure the controllers or read the controller’s inputs.

The Game Controller framework posts notifications when a controller is connected (GCControllerDidConnectNotification) or disconnected (GCControllerDidDisconnectNotification). The object property on the notification object points to the GCController for the controller whose status has just changed.

Wireless Controllers Must Be Discovered First
A wireless controller must be discovered before it can be connected to an iOS device or Mac. The discover process is triggered on both devices, which then attempt to search for a compatible device. Once discovery is complete, the devices are paired and the controller is connected. The discovery process only happens once. After that, when both devices are turned on, they automatically connect to each other.

Normally, the discovery process happens outside of your game. The player leaves your game, connects the controller, then launches your game again. However, you have the option of adding discovery support directly in your game; when you do, keep the following guidelines in mind:

There is no built-in user interface for discovery. The framework only manages the discovery process. You are responsible for designing and displaying an appropriate interface to the user.

The discovery process may take a long time to complete and the user is busy during the process. Pause active gameplay and other similar behaviors that require user intervention until the discovery process completes.

The discovery process follows these steps:

To start discovering new controllers, call the start Wireless ControllerDiscoveryWithCompletionHandler: class method, passing in a completion handler. Once the discovery process is running, new controllers are automatically discovered and connected to the device. When a new controller is connected, the normal notification is posted.

The discovery process eventually times out. However, you can also call the stopWirelessControllerDiscovery class method to end the process early. (You do this by implementing a cancel button in the game’s user interface and cancel discovery when the user selects it).

After the discovery process ends, your completion handler is called.

Configuring Controllers
The primary reason to hold a GCController object is to read its input data, but that isn’t the only thing you do with the controller object. You can also:

Set its player index so that you can identify this specific controller later.

Register a handler to be called when the user hits the controller’s pause button.


Player Indices Identify a Controller Persistently
The playerIndex property holds an integer value that determines which player is associated with the controller. When the controller later connects, it keeps the same index, giving you the option to implement persistent behavior in the game. For example, you might set the 0, to assign that controller to the “first player” in your game.

Here are some guidelines for player indices:

A player index is persistent for the controller, across all games. Always check player index values to ensure they make sense for your game, and change them if they do not.

An index value can be 0 or any positive integer value, but you should almost always use numbers between 0 and 3. When you choose a number in this range, a matching LED on the controller lights up.

If you do not want to identify a controller, assign it the value GCControllerPlayerIndexUnset. This guarantees that the LEDs on the controller are not lit.

Pausing and Resuming
Every game controller includes a pause button. If your game supports controllers, it must also support pausing and resuming from the controller. When pressed, your game should toggle between being active and paused. Even if your game was paused for another reason, pressing the pause button should resume gameplay. For example, if the game pauses when it moves into the background, then you should typically leave the game paused when it returns to the foreground. Gameplay should resume, however, when the user presses the game controller’s pause button.

To implement the pause behavior in your game, you assign a block to a controller object’s controllerPausedHandler property.

The Game Controller framework does not show a user interface to indicate that the pause button has been pressed. Essentially, it is up to you to implement a handler to toggle your game from active to paused and from paused to active. When the game is paused, you should provide onscreen information that states that the game is paused and how to resume gameplay.
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posted by wap, platform: iOS

厂商敢以mac pro为标准平台开发一款游戏,接手柄玩,那真的是碉堡了



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拿着手柄玩手机是什么心态


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posted by wap, platform: Android

日经。。。

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跟XBOX一样的键位啊

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索饭出来反驳。。。。。。

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随IPHONE、IPAD什么的附赠还可说什么野心,单卖还卖挺贵,肯定暴死,猴机早就各种手柄随便用了,占领地球没?

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关键是游戏呀。猴机不可同日而语,猴机的软件生态圈都还一泡污

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这区早就有人发过了...

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一款手柄就想打败这三家有难度阿

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引用:
原帖由 mingzhoutgfc 于 2013-7-11 09:59 发表
posted by wap, platform: iOS

厂商敢以mac pro为标准平台开发一款游戏,接手柄玩,那真的是碉堡了
我说,屌在哪里

我看人接在70寸电视上用4块泰坦交火测试孤岛3也没有觉得屌爆了

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谋事在人成事在天

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posted by wap, platform: Nokia (Lumia 920)

苹果开始天下布果了吗?:D

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所以最近A9新闻区和TG战区都沦陷了

水军确实厉害。

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等下,苹果以前不也进军过游戏界。

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