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iPhone Game Tutor | 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’
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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’
By
iPhone Game Tutor | 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
By
iPhone Game Tutor | Published on
July 6, 2011 in
Programming, Tutorials and iPhone.
Tags: business tutorials, game, game programming tutorials, graphic tutorials, iphone, mobile business, programming, tutorial, Tutorials.
and… get your game or product some exposure as well? We have hit over 10k uniques this month of people looking for quality game tutorials for the iphone. 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 ( a t ) iphonegametutorials ( d o t ) com… Then you 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 plan on including a side bar of “Contributors” as well, so you’ll get tremendous exposure there 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?’
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iPhone Game Tutor | Published on
June 29, 2011 in
Cocos2d, Intermediate, RPG and Tutorials.
Tags: class, cocos2d, Development, Download, framework, game, iphone, map, mapeditor, programming, source, source code, tile, tiles, tutorial, Tutorials, update.
Update: Made some modifications to the source code – changed the title music (Hope you enjoy a remix of Dragon Warrior) and expanded the map to give a better idea of how you can use the space. Also, I added grid lines to the tiles so it didn’t looks so much like a painting. More parts to come!
It’s been a while since part 1 – we know from your comments that it’s not your favorite thing in the world (it’s not ours either) but we’re gonna try to get going again!
That being said, if you haven’t read part 1 of the tutorial, or the intro describing what we’re working towards, now’s your chance to play catch-up before plunging forward into the next piece of unknown – tile based maps using Tiled!
As will be the case for the rest of the tutorial, we’re using the Cocos2D framework for game development, which already includes support for the TMX file format (we’ll get to that later – just know that it makes our lives easier!). To build the map, we’re going to be using Tiled Qt, a fantastic piece of software that makes creating maps a piece of cake!
Source code after the break!
Continue reading ‘RPG Style Game for the iPhone – Part 2: Tiled Maps’
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iPhone Game Tutor | Published on
April 21, 2011 in
Advanced, Cocos2d and Tower Defense.
Tags: ccmoveto, CCRotateTo, CCSprite, CGRectIntersectsRect, CGRectMake, cocos2d, defense, iphone, source code, tower defense game, tutorial, Tutorials.
We’re back with another lesson in the never ending saga to create the perfect tower defense game. This is part 4 of the series, you would be well advised to consult the first 3 tutorials in the series, starting here, before attempting this section.

Today we are going to charge right into the newest section in the series – “Starting the tower attack!” This is one of the most important components in a tower defense game and will ultimately be one of the most enjoyable to program. I will definitely not get to all the cooler aspects of attacking towers in this one section, but I promise that we will create all sorts of fun towers soon. You will however, at the end of this particular tutorial, have enough knowledge to make any cool towers you can think of. I’ve tried to make the code robust enough for that!
If you haven’t read “Cocos2d Game Tutorial – How To Build a Tower Defense Game for the iPhone – Part 1 – Creep Waves!“, you may want to review it before you continue on.
Source code after the break.
Continue reading ‘How To Build a Tower Defense Game for the iPhone – Part 4 – Starting the Tower Attack’
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iPhone Game Tutor | Published on
April 19, 2011 in
Advanced, Cocos2d and Tower Defense.
Tags: cocos2d, Download, iphone, radians, source, source code, tower defense game, tower defense games, tutorial, Tutorials.
Welcome to part 3 of the tower defense series – Today we are going to be delving into the fine art of realism. Nothing ruins the immersion of games like something that doesn’t make sense in the real world (unless that’s what your game is completely about. Since most tower defense games are rooted in the real world, we need to make sure that the items in the game act like real object. If you haven’t read “Cocos2d Game Tutorial – How To Build a Tower Defense Game for the iPhone – Part 1 – Creep Waves!“, you may want to review it before you continue on.
We’re doing a two fold thing, in this tutorial – We’re going to bring Part 1 and Part 2 together and add realism by adding some rotation and targeting to our towers and creeps.
- Towers need to be able to target the nearest creep
- Towers need to face in the direction of the creep they’re targeting
- Creeps need to rotate when they move in a specific direction
Source code after the break.
Continue reading ‘How To Build a Tower Defense Game for the iPhone – Part 3 – Rotation and Realism.’
By
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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