ToothPaste Aliens is the new game is in the store.
click here for ToothPaste Aliens in iTunes!
Saturday, February 25, 2012
Saturday, February 18, 2012
Sunday, January 8, 2012
We've been developing a new game, with the help of some youngsters in our area. It should be available real soon. Just putting a couple finishing touches on it. Hoping work doesn't get too busy the next couple weeks!
This has been the most fun experience in iPhone programming thus far. It's awesome to see the kids delight when they see their artwork and ideas come alive on the iPhone/iPod Touch. It's something they can show their friends and it shows them how artwork goes from the pencil to the screen and their ideas can come together into a finished product that they can be proud of!
Saturday, December 11, 2010
Using Cocos2D - Keeping a child sprite from rotating, while allowing full rotation of the parent Sprite. This took some playing with for me to figure out, found some good leads at www.cocos2d-iphone.org, but the part I was missing was the addition of my spritesheet as a child of the layer, without that, both sprites rotated together. Once I added the sheet as a child to the layer, everything worked well.
in my Layer init():
later in the code ( my sprites were connected to SpaceManager - i.e. Chipmunk shapes which is not shown here ):
Hope it helps someone else!
in my Layer init():
1: SpritesSheet = [CCSpriteSheet spriteSheetWithFile:@"my_game_sprites.png"];
2: // Add sprite sheet as child of Layer:
3: [self addChild:SpritesSheet];
4: [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"my_game__sprites.plist"];
later in the code ( my sprites were connected to SpaceManager - i.e. Chipmunk shapes which is not shown here ):
1: //Create sprites
2: CCSprite *sParentSprite = [CCSprite spriteWithSpriteFrameName:@"parent_sprite.png"];
3: CCSprite *sChildSprite = [CCSprite spriteWithSpriteFrameName:@"child_sprite.png"];
4: // Can play with position and scaling of sprites:
5: //[sChildSprite setPosition:ccp(sFrame.rect.size.width/2,sFrame.rect.size.height/2)];
6: //sChildSprite.scale = 0.5f;
7: // don't rotate with it's parent
8: sChildSprite.honorParentTransform &= ~CC_HONOR_PARENT_TRANSFORM_ROTATE;
9: [sParentSprite addChild:sChildSprite z:1];
10: //Add our sprite to the sheet which is already a child of the Layer:
11: [SpritesSheet addChild:sParentSprite];
Hope it helps someone else!
Juggle Lite submitted to iTunes.
Waiting on approval. The lite version allows a short duration of gameplay in Kids mode as a sample.
Had some issues with mobile provisioning this time. Had to manually delete profiles from the xcode project file, create a new mobile provision using the existing distribution certificate and all was good. It was helpful to turn on "Validate Built Project" in the Project Settings to help debug the issue.
Had some issues with mobile provisioning this time. Had to manually delete profiles from the xcode project file, create a new mobile provision using the existing distribution certificate and all was good. It was helpful to turn on "Validate Built Project" in the Project Settings to help debug the issue.
Saturday, November 20, 2010
Juggle. v1.2 available in iTunes.
In this update, I've made some performance improvements and modified the font of the game play screen.
v1.3 is almost complete which will add:
-username saving and selection - no longer need to type it each time.
-improved network connection determination
-help screen bug fix
v1.3 is almost complete which will add:
-username saving and selection - no longer need to type it each time.
-improved network connection determination
-help screen bug fix
Saturday, September 25, 2010
Juggle. v1.1 released for submission to App Store
Just released v1.1 of Juggle. to the App store. Removes the FPS display, arranges the score tables in ascending order, changed the difficulty menu colors and changed the Help screen to faster.
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