Early Screenshot
March 20, 2010
Time for another weekly update. Also, I have a screenshot for you this week. So grab yourself a coffee and read on. keep reading…
Time for another weekly update. Also, I have a screenshot for you this week. So grab yourself a coffee and read on. keep reading…
This week has been an interesting one, i’ve been playing with 2D physics engines. More specifically i’ve been testing integration of the Chipmunk physics engine into my new game. I have to say, it didn’t take too long to get to grips with Chipmunk and the templates included in cocos2d give you a good starting point. Rather than moving objects to a specific point, you move them by applying forces to their body within the game space (which itself has a number of attributes such as gravity). keep reading…
It’s been about 5 months since I set out developing games for the iPhone. I started with a decent amount of programming experience but no real knowledge of Ojective-C, Xcode, or indeed games development. Now, with my first game available on the iPhone app store, my first free update complete, and a website and blog under my belt, I thought I would take some time to review the experience.
I started this journey because I have a passion for video games and video game development. The iPhone platform presented me with an opportunity to develop a game for very little cost and publish it to a potential user base of millions. I won’t lie to you, the possibility to earn some money was a big draw and certainly acted as motivation in some small form.
I spent the first three months learning to program with Objective-C in Xcode. Coming from a Java and web scripting background, I expected to coast through but alas I found some of the concepts a bit difficult to get my head around. In the end it was sheer bloody minded determination and hours of late nights that saw things finally click into place for me. The first three months also made me realise that my original idea and code needed to be scrapped and I had to start again with a blank canvas (but this time with 3 months of experience to my name).
Whilst i’m anxiously waiting for Star Fusion to be approved by Apple, I thought i’d write a post about all of the hardware and software that I used to create my iPhone game.
Obviously the software you use will depend on your own requirements and tastes but for me this list represents my iPhone game development toolkit.
Progress on my new game, working title: Icarus, is good. Cocos2d iPhone is a really nice framework that allows you to get things up and running very quickly. I actually have a basic version of the game up and running already. It certainly doesn’t have all of the components working but it is playable. Here’s what works so far… keep reading…
“Alas for him! Warmer and warmer grew the air. Those arms, that had seemed to uphold him, relaxed. His wings wavered, dropped. He fluttered his young hands vainly-he was falling-and in that terror he remembered. The heat of the sun had melted the wax from his wings; the feathers were falling, one by one, like snowflakes; and there was none to help.” keep reading…