Skip to main content

Adding Backends to WinRT Metro Apps( Windows 8 app backend )

If you're really into the app development, WinRT is one of the most interesting new platform which is coming to release soon. App developer like myself can't wait to develop fun and utility apps for the new platform. Nowadays, every app contains social and backends features to make the app always connected through different devices and platform.

WinRT main feature is the connectivity and you can imagine how beautiful your app will be if they looks the same on the Desktop PCs, Tablets and Phones as well. What even all the data are sync through all the devices. For example, a to-do list which is created with the desktop PCs can also be able to view the same data from the mobile while going out?

With the help of CloudyRec, it becomes to add backend service in a very easy and handy way.

CloudyRec is a server-side backend platform for mobile apps and games. Backend implementation for mobile apps typically requires complicated server setups, API developments, server monitoring, management and maintenance processes. CloudyRec provides a complete managed backend platform for mobile apps that can be set up and ready to use instantly.

CloudyRec is free for all developers in any development stages and it means that the developers don't have to pay a penny while testing or developing the app. 

You can go to http://CloudyRec.com to sign up to start adding of backend database into your uber Metro app development.

I am planning to write a tutorial of creating a simple Todo-List metro style app using CloudyRec as a backend service. Please subscribe the blog to read more about CloudyRec tutorials to boost the games  and app backend development.


Please like our facebook page @<a href="https://www.facebook.com/pages/Game-Development-Sources/147251618745857">https://www.facebook.com/pages/Game-Development-Sources/147251618745857</a></div>
<div>
<br /></div>
<div>
You can request the source code project for this tutorial using facebook message. More tutorials will coming through for monogame WinRT and also Unity 3D game engine.</div>
<div>
<br /></div>
<div>
Play battle tank game online free @<a href="http://www.tankrivals.com/">http://www.tankrivals.com/</a><br />
Check out more organised blog posts @&nbsp;<a href="http://gamesdevtutors.com/">http://gamesdevtutors.com/</a></div>
<br /></div>





Comments

Popular posts from this blog

Optimising Unity new UI System

UI/Sprite textures aren't packed into a texture atlas by default. A tag is needed to group them. Read the documentation / tutorial on the sprite packer. Overlapping text/graphic boundaries with another text/graphic will create additional draw calls, even if the actual visual graphics do not overlap. Grids (other layouts too I presume) need minimum 1 pixel spacing between items, else items are considered overlapping and will create additional draw calls. Images with alpha 0 are still rendered. They are rendered with alpha 0 even though they are not seen. Unity currently does not support non-rectangle shapes as Sprites, so using the TightSpitePacker policy will cause image artifacts. When UI objects are offscreen, they are still batched (rendered as well?). Possible solutions: Change parent to non-UI parent, as UI Camera will no longer detect it Change layer of panel so UI Camera will no longer detect it Disable gameobject when off-screen ScrollRect performance tuning S

Using XAML on Monogame for WinRT (Part 2)

Integrating Monogame with XAML Metro UI If you're coming from the previous section, you now have a metro UI application project with blank page and also have monogame.windows8 library reference to the project. Now Let's fix some source code for the  pages to get XAML working with monogame. Step01 ( Hacking App.xaml.cs file) App.xaml.cs delivers the most important start point while rendering a particular page in Metro UI application. I added gamePage and mainPage as  a public variables as they become accessible from other classes to for page nagivations. Here is the source code for to see what it looks like for the final App.xaml.cs file. sealed partial class App : Application     {         public ContentManager Content { get; set; }         public GameServiceContainer Services { get; set; }         public GamePage gamePage;         public MainPage mainPage;         public Frame RootFrame { get; set; }         /// <summary>         /// Initializes

Integrating apple id signin with Unity

1 - Download Unity apple id sign in package 2 - Build the sample project file to XCode 3 - Add Authentication services frameworking inside UnityFramework->General->Framework&Libraries 4 - Mark as optional for the new services in UnityFramework->BuildPhases->LinkBinaryWithLibraries 5 - Add capability from Unity-iPhone -> Signing&Capabilities -> Add -> Sign in with Apple Build the app and now completed!