Oh, my unbridled naivety! My last post discussed a new game, and how quickly it was coming together. Of course, any project is easy to start, and the real difficulty is dealing with the soul-crushing minor issues that rear their heads when you’re almost done. In my case, dealing with image assets for 3 different [...]
tag archives: cocos2d
Introducing BreakApp · November 14, 2011
Despite the relative silence of the blog recently, I’ve still been programming. After updating Nonogram Madness and Revolve Ball, I wanted to do something new, so decided to make a small productivity app. The result is BreakApp, a simple application for iPhone and iPod Touch which tries to remind you to take breaks from sitting [...]
cocos2d Game Tutorial – Multitouch Asteroids (Part 3) · March 9, 2011
Hey, welcome back to yet another installment of the “multitouch asteroids” tutorial series. If you haven’t been following along, you can always go back and review part one or part two. This tutorial will focus on fleshing out the asteroids-style game that we created, including making both a title scene and “how to play” scene, [...]
cocos2d Game Tutorial – Multitouch Asteroids (Part 2) · January 3, 2011
Bokay, so in the previous tutorial we created a good base for an Asteroids-style game — we created a Ship object, and got it to respond to user input. But! There’s no conflict yet, and therefore not much of a game. In this installment we’re going to create Bullet and Asteroid classes, so you can [...]
cocos2d Game Tutorial – Multitouch Asteroids (Part 1) · December 27, 2010
So I’ve posted some general-purpose tutorials about some of the lower level components of cocos2d, and I figure it’s as good of a time as any to have a tutorial that makes something “real.” So, for this next series, we’re going to concentrate on making a full-fledged game – an Asteroids clone. The game logic [...]
Detecting touch events in cocos2d-iphone · December 13, 2010
In the previous tutorial I wrote about scenes and layers, the basic structural classes of a cocos2d app. In this next installment, I’m going to talk about putting some actual content into your scenes and responding to user input. If we’re interested in getting user input, first we should create something that responds to that [...]
Understanding “scenes” in cocos2d-iphone · December 6, 2010
One of the building blocks of a cocos2d app is the “scene” object. In any game, you’ll have multiple scenes that help break apart your code into manageable chunks. Each scene contains discrete bits of game logic; for example, your project could consist of a title scene, game options scene, and gameplay scene. Each scene, [...]
Starting iOS programming with cocos2d · November 29, 2010
Learning to program for the iPhone or iPad probably seems daunting. You’ve heard rumors about Objective-C’s steep learning curve. Where can you even start? Well, fear not. In this post I’ll point you in the right direction to get you started with the tools that I currently use, Xcode and the cocos2d for iPhone framework. [...]




