So, here’s how to easily create your own prototype-based classes in JavaScript. Seems confusing to lots of folks, and there are multiple ways to do it. If you use CoffeeScript, you can write your classes in a more traditional OO style. However, it’s really not too complicated in plain JavaScript. Step One: Write Your Constructor [...]
tag archives: tutorial
Object-oriented programming with JavaScript · September 10, 2012
Unity Tutorial – Alien Attack (Part One) · February 27, 2012
Finally, after a lot of procrastinating, here’s the first part of the introduction to Unity that I promised so long ago. Unity is both a game engine and level editor, and is primarily visual in nature. You’ll create entities (known as “GameObjects”) in your game, then tell them how to act by attaching “components” to [...]
cocos2d + Game Center Achievements · November 1, 2011
If you’ve been following along on the blog, I posted a few months ago about how to easily integrate Game Center leaderboards into your cocos2d game. Game Center is pretty great, because Apple writes basically all of the code for you, and they also provide a web-based interface to create your content. My previous tutorial [...]
iOS internationalization and localization · August 25, 2011
Something I wanted to do for the release of color+shape was try to have a Japanese localization. I know a smattering of Japanese, and I figured it was a relatively small effort to double my App Store keywords. Actually, I think you can have multilingual app listings without doing any localization, but I also wanted [...]
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, [...]
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, [...]
How To Make Low Rez Pixel Buttons · February 23, 2011
Zomg, it’s an “art” tutorial! Faced with the need for buttons for a game UI, I wanted to create something low rez and pixel-y. Doing a search for “pixel buttons” didn’t really turn up a whole lot, so I kinda mucked around and came up with something I liked, which was an amalgamation of various [...]
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 [...]
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 [...]




