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Archive for the 'Getting Started' Category

10 Pitfalls to Avoid When Making Your Own Indie Game

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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RPG Style Game for the iPhone – Part 1: Menus

Menu ScreenshotAnd so the quest to develop an RPG game for the iPhone begins! If you haven’t read up on our initial Cocos2D Menu tutorials before getting started, now is probably a good time! Also if you haven’t seen the outline for this tutorial series, you may want to read that as well to give you an idea of where this is all going. This part of the tutorial will be the primer to get us started – it’s important because it’s the first part of the game that users will see once they start playing. In our example, I’m using some graphics I threw together pretty quickly, so please don’t judge my art and design capabilities harshly :) For this series we’ll continue to use the Cocos2D iPhone framework. Source code after the break!
Continue reading ‘RPG Style Game for the iPhone – Part 1: Menus’

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Getting Started With Cocos2D and OpenFeint

OpenFeintWe 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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Cocos2d Sprite Tutorial Part 3

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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Apple’s App Store Review New Guidelines

So unless you’ve lived in a bubble you’ve heard that Apple has not only partially changed its policy on flash, but also posted its guidelines for getting into the app store. Obviously if the wall street journal is right then Apple wants to make more developers happy… Just don’t get too excited just yet.
Continue reading ‘Apple’s App Store Review New Guidelines’

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Cocos2d Sprite Tutorial Part 2

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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Cocos2d Sprite Tutorial

Welcome back friends – Today we’ll be surmounting the world of sprites in Cocos2d. Not as hard as you might imagine and I’m going to prove it to you. First, there are a ton of ways to show an image on the screen… In fact you’ve seen one way when we were playing around with images in part 3 of the menu tutorial.

So what are we going to learn today?  We’re going to learn everything we can about “CCSprite”, “CCSpriteSheets”, “CCSpriteFrame” as well as “Texture2d” and “CCTextureCache”! By the end of this tutorial, we’ll have a dragon flying over a simple background terrain moving to the location the user touched. Pretty great huh?

Source code after the break!
Continue reading ‘Cocos2d Sprite Tutorial’

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Cocos2d Menu Tutorial – Part 3

So we’ve done a bunch with menus already, what more can we do you ask? Patience my friend! Today we’re going to touch the area of menu item images! How excited are we? Pretty damn excited I can tell you…

To be honest you can ony really get so far without including graphics – People just aren’t incredibly wow’d by black on white text including images… You really need something to stand out in that app store which is why this lesson is one of the most important.

Source code after the break!
Continue reading ‘Cocos2d Menu Tutorial – Part 3′

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Cocos2d Menu Tutorial – Part 2

If you haven’t hit up the part one of the series, I recommend you do so before moving on to this one since we’ll be building off of information that came up in part one…

Today, we’re going to be adding to the previous tutorial and getting our feed wet with animations and transitions. This will seem like a breeze from the last tutorial, but there is a lot to this so lets jump right in shall we!

Source code after the break!
Continue reading ‘Cocos2d Menu Tutorial – Part 2′

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Cocos2d Menu Tutorial

So I imagine you’re already coming from the “Getting Started with Cocos2d” tutorial previously posted here, therefore, I’m assuming you’re all squared away with getting the iPhone sdk and XCode setup. For those who might just need a refresher course, the instructions are fairly straightforward to get started with Cocos2d.

Today, we’re going to tackle the wonderful world of menus. You can’t make a game without menus and Cocos2d makes it super easy to do it. But even before we begin we need to make sure we have a system in place so that our game can easily expand so we’re going to also create a Scene Manager.

Source code after the break!
Continue reading ‘Cocos2d Menu Tutorial’

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