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iPhone Game Tutor | 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’
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iPhone Game Tutor | Published on
April 15, 2011 in
Beginner, Cocos2d and Getting Started.
Tags: api, challenges, cocos2d, delegates, iphone, leaderboard, notifications, OpenFeint, source, template, tutorial.
We just started integrating OpenFeint into Drop Dead, the Cocos2D-iPhone game we released towards the end of last year. The process was somewhat grueling, given that Open Feint’s instructions, in my opinion, are really lacking in the clarity needed for someone doing this for the first time. Obviously I was able to find several resources online:
OpenFeint and Cocos2d-iPhone
Tutorial – Implement OpenFeint into Cocos2d Game
Integrating OpenFeint with Cocos2D for iPhone
But those are out of date at this point – OpenFeint is now up to version 2.10 and Cocos2D is at 0.99.5. So, after all the time we put into getting OpenFeint to initialize properly, we decided to throw together a template to help get you started with the process! We took the Cocos2D Hello World example, set it to be in portrait orientation, and put together an XCode project (using XCode 3.2.5, not 4.0 yet). Source code after the break! Continue reading ‘Getting Started With Cocos2D and OpenFeint’
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iPhone Game Tutor | Published on
September 14, 2010 in
Beginner, Cocos2d and Getting Started.
Tags: addChild, animate, ccaction, CCAnimate, CCDirector, ccmoveto, CCSpriteFrame, CCSpriteFrameCache, CCSpriteSheet, Example, game, information, iphone, PlayLayer, runaction, SceneManager, source, source code, sprites, spriteSheetWithTexture, spriteWithFile, stopaction, Terrain, Tutorials.
So in Part 2 we introduced an animated dragon that had 8 directions of movement and was completely controllable via touching the screen. Isn’t cocos2d awesome! Well today we’re going to do a little more, today we’re going to create some villagers – tons of them in fact. We’ll use the information we’ve gotten so far including loading sprites from a sprite sheet and setting up animations.
Source Code after the break!
Continue reading ‘Cocos2d Sprite Tutorial Part 3′
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iPhone Game Tutor | Published on
September 10, 2010 in
Beginner, Cocos2d and Getting Started.
Tags: ccaction, ccmoveto, cctouchbegan, cctouchended, cgpoint, class, cocos2d, code, converttonodespace, coordinatesdegrees, distance, dragon, iphone, istouchenabled, objective-c, radians, runaction, stopaction, touchlocation, tutorial, uievent, uitouch, vector, view.
So last we left, we left our dragon in the middle of a field hovering above the landscape… However, 90% of the animations we worked so hard to put in weren’t even being used and that is just a shame! Well, that changes now! We’ll now add in additional touch controls for the first time to handle user input and have the dragon fly all over the screen and picking a new animation based on the direction and terrorizing the country with your own flying dragon.
Source code after the break!
Continue reading ‘Cocos2d Sprite Tutorial Part 2′
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iPhone Game Tutor | Published on
September 3, 2010 in
Beginner, Cocos2d and Getting Started.
Tags: Build, class, Cocos, cocos2d, code, Download, Example, game, iPad, iphone, Mac OS, objective-c, OpenGL, programming, sample, source, sprites, template, tutorial, vector, view, wiki.
Cocos2D for iPhone is a great open source framework that makes it easy to make some very impressive 2d games with much less effort than having to know OpenGL directly or rely on a third party system that might have performance issues or be unnecessarily bloated. From the official cocos2d for iphone website:
Cocos2D for iPhone is a framework for building 2D games, demos, and other graphical/interactive applications. It is based on the cocos2d design: it uses the same concepts, but instead of using python it uses Objective-C.”
Many of the most complex features are done for you, but like any open source software you can make changes as required. I however, doubt you will need to do many modifications on your own given that it’s very easy to subclass and handle drawing yourself as you become more experienced. Using Cocos2d is really one of the best ways to get your feet wet with OpenGL programming and learning Objective-C. HOWEVER, it is a programming language and that means you will need to understand the fundamental concepts of programming.
Continue reading ‘Getting Started with Cocos2d’
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