Jumpy Guy Released

Jumpy Guy is available on the Apple AppStore (and later on Android) for free! Go check it out here

If a large enough amount of people download it, I’ll release multiplayer integration later.

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Sky Hawks Featured

Today Sky Hawks was featured on raywenderlich.com as their 2013 Reader’s App Awards most addicting game! This was unexpected and I am both extremely proud and thankful. It is an honor to have my game place in this contest and Sky Hawks was made possible by the incredibly helpful tutorials and forums found on that site. So thank you, raywenderlich.com. You just inspired me to continue down this crazy road of game development.

2013 Readers App Awards: Readers App Awards

 

(Expect an update for Sky Hawks soon)

Sky Hawks Released

About a week ago, Sky Hawks (formerly known as Bit Blaster) was released onto the Apple AppStore. It looks completely different than the screenshots posted on here earlier and I would greatly appreciate it if you would check it out 🙂

You can view it here: Sky Hawks

Thanks to everyone who provided support along the way!

Bit Blaster for iPhone

Starting porting it to iPhone.

Screenshot 2013.01.26 12.24.16

Something I made.

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Getting close

Bit Fighter is getting closer to becoming a real game!

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Shaking it up – Making your game’s screen shake

Hi everyone,

In this tutorial, I will be showing you my method for making a shaking screen effect in Cocod2D. This is a good effect to add some overall “feeling” to your game. It is like the vibration feature of an xbox controller. It’s not really needed, but adds ambience and “juice” to your games. It immerses the player more deeply into the game.

Here is how I go about doing it. All of the code should be written to affect a CCLayer, in my case, it is called GameWorld.h/.m

In your .h file, you will create three new variables:

@interface GameWorld : CCLayerColor {
BOOL shouldBeShaking;
int shakeLength;
int shakeIntensity;
}

shouldBeShaking is a boolean value that will let us know whether or not to shake the screen.
shakeLength and shakeIntensity will affect how long to shake the screen for and hard to shake the screen.

Now, in your .m file, schedule an update method like so (inside your init method!)

[self scheduleUpdate];

Next, setup that update method somewhere in your code

- (void)update:(ccTime)dt {

}

Before we go on, let me explain how this is going to work. Every frame, we will be checking whether or not shouldBeShaking is true. If it is true, then we will:

  1. offset the layer by some random amount
  2. decrement the shakeTime variable by one
  3. check if shakeTime is 0
  4. if it is, then set shouldBeShaking to false

Now, in code this looks like:

if (shouldBeShaking) {
float x = (arc4random() % shakeIntensity) - 0.5f; //Generate a random x coordinate
float y = (arc4random() % shakeIntensity) - 0.5f; //Do the same for the y coordinate
self.position = ccp(x,y); //Offset the layer's position by x and y
shakeLength--; //Subtract one from the length
if (shakeLength <= 0) { //Have we reached the end?
self.position = ccp(0,0); //Set us back to align with the screen
shouldBeShaking = NO; //Stop shaking
shakeLength = 0; //Reset shakeLength
shakeIntensity = 0; //Reset shakeIntensity
}
}

From there, you just need to set shouldBeShaking to true, set a length, and set an intensity, and your screen will be shaking accordingly.

I usually wrap those three steps up in a helper method to make things more organized.

Hope this tutorial helped someone.