There are many Cocos2D + Storyboard tutorials, it’s about time to do another one that’s done right. Also, this one’s backwards: we’ll start with a Cocos2D template and then add Storyboards to it. The tutorial will work for existing Cocos2D projects to which you wish to add Storyboards, too! I’ll show you how to add [...]
Ever since becoming someone who works from home, one of the things I’ve struggled with is keeping my …
I will probably never use Xcode again (unless Apple forces me to — and at that point I’ll probably just quit developing for iOS). And this is from someone who has been using Objective-C and Interface Builder since 1993… yes you heard me… 20 years ago I started using Steve Jobs’ vision of how development [...]
KoboldTouch v6.2 marks the third major milestone for KoboldTouch. It also marks the longest development cycle between two updates: exactly 30 days. That’s 30 days packed with new features, improvements and bugfixes, there’s a new development blog for the work-in-progress “Angry Trains” starterkit and slowly but surely the documentation is coming together. So let’s check [...]
WWDC and The Innovator’s Dilemma I was reading Mark Suster’s post Understanding How The Innovator’s Dilemma Affects You today and it struck me how closely my thoughts on WWDC line up with Clay Christenson’s ideas. Not surprisingly, there has been lots of twitter and blog activity this week about Apple’s dilemma in regards to WWDC. [...]
I debated about what to write about today, especially in the wake of yesterday’s WWDC ticket frenzy, the subsequent online screaming about it, and everything else. I think in the end, Apple will do what Apple does, and that’ll be that. Enough about that. On to the next thing… a new app to develop! Some … Continue reading →
So I wrote up some of the design work / process / thinking that I did in the 8 months between Ludum Dare #23 and launching the Mineral Cities Kickstarter last month. The full post is here: 14 things I did to get from Ludum Dare prototype to fundable Kickstarter game It includes such highlights as building alphas for one, iterating on design, essential UI and listening to and ignoring feedback. I also posted it over at the Ludum Dare site — you can find it there/here. Thoroughly excited about #LD26 this weekend. As for Mineral Cities itself, well the […]
As a game designer, one of things I try to avoid is creating disposable experiences. As any creative, if you’re making it for an audience, you don’t want it to be forgotten shortly after it’s introduction. Designing for longevity can be taken in two ways: You’re design is centered around story, atmosphere, characters, with less [...]
Everyone knows how to add a UIView to an iOS app built with cocos2d-iphone. It’s straightforward, just create the view and then call: [crayon-516f391cced0d/] There. Now suppose you want to do the same on Mac OS X. HA! HA! Hawww! Cocoa’s laughing at your feeble attempts. It’s really just Cocoa’s fault though. Having done a [...]
After a long break in blogging, it’s time to come back with a bang! We have just passed the 1 million mark in Soctics downloads recently and I wanted to share some interesting download data with everyone. We have run 2 … Continue reading →




































































