The Game Layer – Animations and Aesthetics

The previous post concluded the setup of the infrastructure for the navigation logic of the game. This post will focus on adding some aesthetics to the game in preparation for posts detailing what is involved in integrating game cycle logic into the game. For this post, we will add some repeated animations to the game layer, as well as some background graphics. This will be a post that will show you some of the basic animation and rendering capabilities of cocos2d.

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New Orleans and St. Bernards Project

Hey everyone,

I hope that my articles have been enjoyable and insightful to read. I enjoy sharing my knowledge and techniques with you all. However, for this post, I am asking for your help. I’m currently helping out with a fundraising effort for a trip down to New Orleans to help the rebuild process after Hurricane Katrina. I am asking for donations to help fund this trip. Please contribute to this cause as most people that are going are college age students with limited finances. Feel free to check out this page for more information on the trip and how to donate.

Thanks,

XY

Navigation Logic – Providing Access to Different Areas of the App Part II

In part I of this post, we discussed how to layout the basic structure for the game’s navigation logic. We covered how to transition from scene to scene (for example: from the main menu to the settings and vice versa). In this tutorial, we will cover transitioning to the game scene…he we go! Continue reading

Navigation Logic – Providing Access to Different Areas of the App Part I

In the previous post, we configured the UI for the main menu of the game. It is through this interface that the player will have access to all parts of the app. Currently, selecting a button does nothing but log a statement in the debugger. Let’s fix this by adding some more layers and some transitioning effects. Continue reading

Configuring the Main Menu

Previously, we introduced the director object and scene transitions. In this post, we will focus on how to configure the main menu for the game.

Debugging

Before creating the files for the main menu, we need to perform some additional setup. We are going to create a utility file. We will place all global variables, constants and debugging Continue reading

The Project Environment

Previously, we discussed how to setup an XCode project using the cocos2d and Box2D template provided. In this post, we’ll discuss the project environment.

File Architecture

This section talks about the file architecture that is used by this project. By file architecture, we mean the directories and sub-directories that form the structure for the Continue reading

Creating an iOS Game – A Game Development Series

This is the introduction of a many part series on how to create a game for the iOS, specifically targeting the iPhone and iPod Touch devices. Our first game, Ball Hogs, is available for download on the app store and is the motivation for this series. We wanted to share our struggles and victories in developing a game for the iOS. Enjoy! Continue reading

The Thought Process Behind Ball Hogs

With Ball Hogs available for download on the app store, we have reached a milestone! We figured now is the perfect time to share our thoughts about the development process we used for the game.

Before even thinking about a game concept to prototype, we thought about what makes a game successful? After comparing some of the more popular games on the app store and reading through reviews, we came up with the following list of guidelines to consider: Continue reading