Cowabunga, A porting story
Posted by: Mark in AppUp, Diary, Windows Phone 7, game, tags: iPhone, Windows Phone 7Let me tell you a quick story about porting Cowabunga. One day, a few months ago, I get a call from Microsoft asking if I’d port my games to WP7. At around the same time I get a call from Intel asking if I’d be interested in porting it to their AppUp store. I checked out each platform and decided to give it a shot.
I started with Windows Phone 7. I’ve used Visual Studio before but that was about 8 years ago when I was writing Xtras for Director. So Microsoft’s Visual Studio was once again new to me. I also never wrote anything in C# before, and I really knew nothing of XNA.
Learning C# was surprising easy and Visual Studio is a great IDE. This made it very fun to re-write this game in XNA and I basically ported the code in three weeks. One week for porting, and two weeks of re-skinning and testing.
The people at Microsoft were great. They helped me get up to speed with C#, gave me contacts to key people when I had specific questions and basically bent over backward to make sure I had everything I needed to make launch day.
So at the same time I started porting Cowabunga to AppUp. I decided to use Adobe AIR and build it using Flash Builder. Now, like I mentioned in my other post, I like ActionScript 3 and writing code in Flash Builder is not bad at all. Porting took only about a week too. But that’s where the fun ended. There is just too much red tape to get such a simple game published that it turned me off completely. So there will not be any ports of my games to AppUp.
I also finished porting Cowabunga to Android. Since I used Cocos2D to build this game originally this by far was the easiest (code-wise) port. It was the most difficult getting the Android SDK installed correctly, figuring out how the Android OS works, signing the completed app correctly and buying a decent phone for testing. See where I’m going with this?
The Android market is totally fragmented. Seriously, what the hell are they doing? The thing that pissed me off the most was that I bought the wrong phone! The messed up thing is I though I researched correctly. This phone has a software OpenGL renderer so nothing runs on it. I mean seriously. Games were running a 2 maybe 5 frames a second. Cowabunga only runs at 12! This wasn’t a cheap phone either. SIGH. So I get and Nexus One instead and craigslist the other phone to see if I can get some money back.
I’ll be porting one maybe two more games to Android but I’m not sure I’ll focus any time toward porting any of the new games.
So, basically Microsoft makes really easy and fun to write for Windows Phone 7. They still have some things to iron out with the Marketplace web dashboard but I think they are on the right track. Fish Food Frenzy is getting closer to final and I can’t wait to release it for Windows Phone 7.
As far a new games? I’ll still be releasing them on iPhone and iPad first.


Entries (RSS)