(Click here Part I) Previously, we described the fundamentals of a Cocos2D game (or in this case, ‘show’) and explained how everything is set up. Let’s describe the game, now. If you came here directly, Part I is here. The image on the left is the splash screen that I use for the game. I replaced the default Default.png cocos2d image with this one. You will notice Grossini has a nice 3D effect here. That’s just a simple Bevel effect on a layer. You can do this in GIMP, Photoshop or many other editors. The source for this classy looking Grossini image (well, just the regular image with a stick drawn on the right is here)
Archive for the ‘mobile’ Category:
Cocos2D iphone tutorial: Die, Grossini, Die! – Part I
Click here for Part II. What do I have against Grossini? I don’t like the way he dances. Okay, if you are shocked, take it easy. Its my spotty sense of humor. Who is Grossini? Well, Grossini, is a bald headed dancing sprite that Cocos2D has made immortal. I have just started learning Cocos2D as a platform for game development. After my earlier effort of building Bricks using UIKit, I discovered Cocos2D-iphone and this is my first venture into it. Cocos2d-iphone is a port of the cocos2d engine for the, umm, iphone by Ricard Quesada. Cocos2D is an excellent and easy to use iPhone 2D gaming engine with pre-built operations for a whole bunch of stuff. While there aren’t too may good books on Cocos2D today (there are some that will be released later this year), there are excellent online resources and tutorials on the same. The Obligatory Video of what we will be developing No, its not really a game. Just sit back and watch some jumping and blood-shed. What “GrossiniDie” is intended to do You may have already figured it out from the video. Basically, our goal is to present a user with a “Main Screen”. Once he
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Tutorial: iPhone Game Programming- professional Bricks (Part III)
Click here for Part I Click here for Part II In Part II, we dove in to the implementation of pretty much every function except the core gameplaying logic. This part will now discuss the implementation of the core game playing logic and how I handle touch detections.
Tutorial: iPhone Game Programming- professional Bricks (Part II)
Click here for Part I Click here for Part III In Part I, we discussed the approach to implement a professional looking Bricks game for the iphone. We also described the basic design approach and broke down the header file in detail so you get an idea of how things will be. This part will now discuss the implementation. Before we do that, here is the video again of what we are implementing. As I wrote earlier, this being a pretty small game, the entire logic is stuff into BricksViewController.m. Let’s first take a look at it in totality and then I’ll proceed to break it up. Click on the “show source” box below to expand it.
Tutorial: iPhone Game Programming- professional Bricks (Part I)
(Read Part II here) Bricks – my all time favorite game (just after Tetris). So this post is a tutorial on how to write your own ‘bricks’ for iphone But…. What’s a game tutorial that: a) Does not look professional? b) Does not have multiple levels? c) Does not have ghastly sound effects? d) Does not have explosions? e) Does not have missiles? f) Does not have a “Hack Mode”? (w00t) Before we get anywhere, lets take a look at what we will be building. Its a 3:30 min video which I strongly recommend you see first so you can related explanations easier. (And also, it took me all of 10 minutes to create it, so you better spend 3:30 admiring it :-D) History & Disclaimer I am by no means an iPhone developer. Actually, I am by no means a developer. While I’ve been involved in technology very deeply, my work does not require me to code, and so, I’ve mostly been out of coding for the past 12 years (with the exception of the occasional perl coding for personal projects). But there is just too much going on in the mobile space for me not to get my
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