By
iPhone Game Tutor | Published on
April 26, 2012 in
Programming, Tutorials and iPhone.
Tags: business tutorials, game, game programming tutorials, graphic tutorials, iphone, mobile business, programming, tutorial, Tutorials.
Looking to get your game or product some exposure? Maybe you just want to prove your amazing objective-c game development skills or you just want to give back to the iPhone developers community? Well, we have an opportunity for you! iPhone Game Tutorials has consistently hit over 15k uniques month after month, but unfortunately, for those who have been keeping score we’re finding it hard to maintain a company and post regular tutorials at the same time
This is where you come in…
You start by contacting us at info (at) iphonegametutorials (dot) com… Then you can choose to build off an existing tutorial on the site or maybe come up with a new tutorial all your own! You get full credit for that tutorial and it will be displayed on iphonegametutorials.com for all to see – We’ll also include a bio / game mention at the bottom of each post. As if all that wasn’t enough, you’ll also be included on the side bar of “Contributors” as well! I don’t know what could be better for someone trying to show off their chops in the mobile game space or get a little more spotlight on the game they’ve made!
Continue reading ‘Want to Help iPhone Game Tutorials?’
Hi Again! So in this tutorial we will be implementing towers with splash damage, per-tower upgrades, and creep army upgrades, but before we begin that it’s time to get us ready for these upgrades.
Open the source code and find the files baseAttributes.h and .m. add these files to your project class folder, open them and take a look inside.
Ok, so there are a few variables in here which may be new or unexpected, however if they are not immediately obvious we will be using all these variables in the near future. The main categories of variables are, base health and money variables, Machine Gun variables, Freeze tower variables, Cannon tower variables and Creep variables.
As always – Source code AND download after the break
Continue reading ‘How to Build a Tower Defense Game for the iPhone – Part 8B – Tower Powers’
By
Aiden Fry | Published on
February 12, 2012 in
Advanced, Cocos2d and Tower Defense.
Tags: actionWithTarget, addChild, addObject, CCLabel, CCSprite, CGRectContainsPoint, CGRectMake, Download, iphone, source, source code, tower defense, tower defense game, tutorial, Tutorials.
Ok, so a few issues have been raised over the course of this tutorial series and I have tried to answer them as we go in the comments section. However I feel that we could do with a good clean up of our code. In this tutorial we will be doing a little spring cleaning of the code and preparing for future improvements such as, Splash damage tower, Upgrading towers (real time), Upgrading/Personalizing army stats (between rounds).
Firstly, problem solving:
After downloading the source code, the first thing that anyone with a developers license should see is that when you run the game those pesky lines / tile artifact issues have been solved. This was done by a small edit to the file CCSprite.m, big thank you to DreemLife for your efforts with sorting out this issue. If you are experiencing those tile artifacts in this project, the previous tutorials, or for any other project, then replace your CCsprite.m file with the one from the source code in this project.
Tower shenanigans:
Sometimes after a Creep has been removed, a Tower will send a projectile towards (0,0). This is because we have removed the towers target, without telling it not to shoot. Simply add the following to tower.m -> FinishedFiring method. (This will need to be done for all Tower classes)
Continue reading ‘How to Build a Tower Defense Game for the iPhone – Part 8 – Some early spring cleaning’
Hello, and welcome to part 7 of the Tower Defense Tutorial Series. – Money and Health!
In this tutorial we will incorporate “money” into the game so that towers cost the player, and the amount of money available will slowly increase over time. We shall also be incorporating base health bar into the game so we can ultimately have a game over. This particular tutorial focuses primarily on implementing dynamic labels and images, and the game logic behind them, as part of the gameHUD.
When adding labels to gameHUD.m the first thing we need to do is to decide upon what we want to display, in this case; Money count, abase health label and a base health bar, a wave count, and the prices of each tower.
Source code after the break…
Continue reading ‘How to Build a Tower Defense Game for the iPhone – Part 7 – Money and Health’
By
Aiden Fry | Published on
January 18, 2012 in
Advanced, Cocos2d and Tower Defense.
Tags: cocos2d, Download, freeze towers, ice projectiles, programming, source code, tower defense, tower defense game, tower powers, tutorial.
Welcome back to the Tower Defense Tutorial Series! Once again I am assuming that you have read the previous 5 parts of this tutorial and are happy with the content covered in them.
In this Tutorial, we will be incorporating a new tower type into our game, this will give you the knowledge to then continue on and make/implement your own towers types. The tower type which we will be incorporating is a freeze tower, this tower will shoot Ice projectiles at a creep which will freeze it in place for a period of time, before the creep then continues on its journey.
Source code after the break!
Continue reading ‘How To Build a Tower Defense Game for the iPhone – Part 6 – Tower Powers’
And we are back! Well, wasn’t that fun, we now have a multiple wave game, which we can program to increase in difficulty as we go along. However, there is still one thing nagging at me….. We still have no real control over how many creeps of each type are spawned in a wave, what if we wanted one wave to be completely made up of Red creeps, or Green Creeps. There are a few ways to do this, but I will explain the way that I did it.
Before we get into it, you’ll find things much easier to follow if you’ve already looked at Part5a of this tutorial series – So go there and come back… don’t worry we’ll wait.
Source code after the break…
Continue reading ‘How To Build a Tower Defense Game for the iPhone – Part 5b – More Wave Control’
[Editor's Note: One of our readers spoke up and decided to help us finish off this series of tutorials. Many thanks to Aiden Fry for stepping up to the plate!]
Welcome to the latest edition of the Tower Defense Tutorial. This is just the start of the long awaited renewal of the Tower Defense Tutorials. I (like many of you I am sure), have been following this particular tutorial series with interest, and was slightly downcast when I realized that part 4 was the last to be released. So hear me now, I vow to take up the challenge and by the end of these tutorials we will have a fully working game!
Yours, Aiden.
[Editor's Note: We are also very happy that Aiden has taken up the challenge as well!]
The Tower Defense Tutorial Part 5a – Multiple Waves!
A Quick Look Back:
I will assume that all of you have been following the tutorial series found here – part 1, part 2, part 3, part 4 – and are mostly OK with what has gone before, however it is good just to mention a few key things about what has already taken place.
- We have some creeps that go around a set path.
- We can place towers around the path.
- Towers fire at the nearest Creep.
- Creeps have Hp, and when HP is 0 (due to tower projectiles) the creeps “die” and are removed from the game.
- At the moment there is only one “Wave” of Creeps.
Aims of this Tutorial:
- Creating Multiple waves of Creeps.
- Defining how many Creeps of each type (red/green) per wave.
Source code after the break…
Continue reading ‘How To Build a Tower Defense Game for the iPhone – Part 5a – Multiple Waves’
By
Walter Reid | Published on
January 11, 2012 in
Beginner, Getting Started, Tutorials and iPhone.
Tags: advice, Analytics, casual game, customer, Development, feedback, first game, game art, game design, games market, indie games, iphone, Marketing, pitfalls, programmer, user interface.
When we started making Drop Dead in late September many years ago, we thought we had enough experience to make a solid, fun game in a short amount of time . We had been working in the casual games market for 4 years before that, we had seen hundreds of casual games, and by that point we had developed a few ourselves at our jobs. This, however, was our first game to be released by our new company, Goofball Games, and we were determined to get it right and add it to our portfolio.
The goals were simple – create a casual game for Halloween that we can show off to prospective clients, but maybe even capitalize on the season and make a few bucks in the process.
So, without further ado, here is a list of 10 pitfalls we either narrowly missed or in some cases fell into head first when making our first iPhone game!
Continue reading ’10 Pitfalls to Avoid When Making Your Own Indie Game’
By
Walter Reid | Published on
October 6, 2011 in
News and iPhone.
Tags: apple, ceo, computer landscape, iPad, iphone, laptop, legacy, macintosh, next computer, personal computers, rip, steve jobs, timeline.
“The people who are crazy enough to think they can change the world, are the ones who do.”
– Apple Inc.
We felt that it was important to mention Steve Jobs on our site today – a site based on the great devices and technology he pioneered. We are all very sad at the passing of a man who was a designer first and a CEO second.
Now, I’ve been using Apple products virtually my entire life (starting with my Apple II) and have been amazed that with each new product released the bar has been continually raised. At our offices today we have multiple Macbook Pros, iPods, iPhones and iPads on virtually every work surface. This is not just because we do development with these devices, but because we genuinely enjoy using these products and find them to be essential in our personal lives as well. So, we’ve put together a list of influential years in Steve Job’s life that we think exemplify how much he has changed the personal computer, mobile and tablet landscape over the years:
1977: First Successful Personal Computer
1984: The Macintosh
1985: NeXT Computer – Jobs starts again.
1996: Apple buys NeXT and makes Jobs CEO again.
2000: Jobs introduces a new way of thinking about design for personal computers
2001: The iPod.
2006: Jobs redefines the laptop with the MacBook
2007: iPhone makes its debut
2010: The iPad brings tablets to the foreground.
For a man who helped create so much, we would like to thank him for his contributions and look forward to Apple continuing his legacy of great products in the years to come.
Sincerely,
iPhoneGameTutorials
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