tag archives: tutorial

Buttons in Sprite Kit using Swift · September 23, 2014

For all the helpful things that Apple added to Sprite Kit, one of the most glaring omissions is that most basic of user interface elements, the button. Not really sure why that is, but fortunately it’s pretty easy to create something that “just works.” The gist of the solution is to create a subclass of […]

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Intro to Sprite Kit using Swift · September 9, 2014

Have you started looking at Apple’s Objective-C replacement, Swift, yet? If not, now’s the time. You’ll use the same APIs with Swift, but the language syntax is similar to that of JavaScript or Ruby, which makes it a bit easier to write. While Apple provides some Swift tutorials, I’m mostly interested in using it with […]

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Object-oriented programming with JavaScript · September 10, 2012

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 […]

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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 […]

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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 […]

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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 […]

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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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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 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 […]

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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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