Saturday, February 25, 2012

ToothPaste Aliens is the new game is in the store.

click here for ToothPaste Aliens in iTunes!

Saturday, February 18, 2012

Ok, so this game is done, it's free and it's called ToothPaste Aliens Attack! We had a lot of fun making this and so did the youngsters. It's been submitted to the App Store and should be available there soon, we'll post a link when it is.

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():

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.

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

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.