tag archives: objective-c

Shikaku Madness on the Mac App Store · July 23, 2012

Just a quick note to say that I ponied up the $100 to publish apps on the Mac App Store, and dropped a copy of Shikaku Madness in there. It’s part of my experiment to port “HTML5″ games to as many platforms as I possibly can. I was inspired by Lost Decade Games, who wrote […]

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cocos2d + Game Center · July 13, 2011

So (for those of you who have been living under a rock) Apple has baked a “social” gaming service for iOS into recent releases called Game Center. Game Center allows its’ users to see what games their friends are playing, as well as their own progress in the Game Center-enabled games they own. For developers, […]

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NS(Mutable)Array tips · June 1, 2011

The game I’m currently working on is a color-matching game, where the puzzle tiles are arranged on a grid. Obviously, the data structure you’d use for such a game is an array. While you could use a regular C array, NSMutableArray has a few advantages. It’s true that NSArray/NSMutableArray are slower than regular C arrays, […]

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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, […]

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How to Save Data with NSUserDefaults · February 13, 2011

A common requirement for any sort of computer program is saving data. In iOS, probably the simplest way of saving information about your app is using NSUserDefaults. In a nutshell, NSUserDefaults is a dictionary that will automatically save and load its’ state when your app opens and closes. I’ve used the NSUserDefaults class to save […]

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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 […]

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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 […]

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Objective-C Tutorials · December 10, 2010

To be honest, I feel that cocos2d-iphone doesn’t really require that much knowledge of Objective-C, at least in my experience so far. I know the basics of the language, but really have yet to delve deeply. However, I realize that I’ve been posting cocos2d tutorials without actually doing an intro to Objective-C. From a practical […]

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