Image tribute designed by Jonathan Mark Even if you never met the man, if his visionary products helped your child to read and write at an early age, let grandparents see their grandchildren across thousands of miles without having to crowd around a computer, led the transformation of the mobile and music industry that pays your salary today, made product companies rethink their priorities towards customers, and most importantly made many of us want to make even a fraction of a dent he has made to this industry and shape our careers accordingly, its not surprising that on his passing you’d think you knew him very well and to ask yourself ‘What do you want to do before you go’?
Archive for the ‘world 2.0’ Category:
(Book Review) Cocos2D – Its raining books, Hallelujah!
Till just a few weeks ago, there were no real books one could read on Cocos2D game programming. While there are an almost infinite number of web tutorials, a book has a different charm – it is usually more structured and hopefully better researched. A few weeks ago, the first book on Cocos2D surfaced, “Learn iPhone and iPad cocos2D game development” by Steffen Itterheim. I bought it on day 1 of its release, and posted my review here. In short, it was well written and, well, the very first book for cocos2D, so it had that first mover advantage. The other book I am eagerly waiting for is Rod Strougo and Ray Wenderlich’s book “Learning Cocos2D“. The book is yet to be released, but I get the feeling it will be more ‘advanced’ than the other available books. In the mean time, I was contacted by another company, Packt Publishing who sent me an email to review a new book from them: Cocos 2D for iPhone 0.99 – Beginners Guide by Pablo Ruiz.
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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