Show HN: My first iPhone game, Devils in Heaven
brianchu.com
brianchu.com
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Does it really take that amount of code for a simple iPhone game?
http://www.informationisbeautiful.net/visualizations/million...
When I first started I thought it was going to be really simple, but it turns out that building a game can be quite tough. Compared to building a web or mobile app where you have lots of generic scaffolding available to you (web frameworks like RoR, stuff like UIKit for iOS that provide all the UI elements for basic apps), for a game your code has to manage every image and every interaction, so all the special cases and checks and loops add up pretty quickly.
Plus, implementing stuff like ragdolls and physics adds a lot of complexity.
Objective-C is pretty verbose, so that adds to the total.
The thing that added the most complexity was Box2D. I'd probably use Chipmunk if I were to write an iOS game again, simply to keep everything in pure Objective-C (due to available Obj-C bindings).
I have the same 'issue' with a game I'm developing.
Cocos2d-iphone is also really mature, compared to SpriteKit.
If you want something cross-platform, look into cocos2d-x, which uses C++, but you can use their JavaScript bindings.
This is all for 2D games. For 3D look into Unity.
Marketshare is almost entirely irrelevant when it comes to picking a platform - potential profit, usage and ease of development is key - iOS wins on all three.
Really though, it's not as if it's trivial to port a game from iOS to Android. Do you really expect someone who has just made their first iOS game to be thinking of a bringing it to a completely different platform (and language)?