Game 3 is coming along nicely. We’re very close to being at the “vertical slice” stage, where we can actually get a real feel for how the whole game will play. We won’t have finalized graphics (especially on the UI side), but all game functionality should be there and working. Development hasn’t gone quite as [...]
In my last post, I listed my 2012 indie game dev resolutions. So far, things have been going well. I’m working on the game that I want to make, and it looks like I’ll be able to finish it this year (in fact, more likely within the first half of this year). The only bit [...]
So it’s been a while since I’ve written anything for #iDevBlogADay, or indeed this blog in general. But it’s a brand new year, and thus a chance for new beginnings! This post is going to be about my indie game development New Year’s Resolutions; three things that I’ve resolved myself to doing in 2012 for [...]
I’m taking a break from my Cocos2D-related posts for this #iDevBlogADay entry. With that said, while this post will be talking specifically about creating Unity plugins, the knowledge can still be used to aid in creating standalone plugins for Cocos2D as well. So you’re writing your Unity plugin to do some cool native functionality, but [...]
If you’re using Cocos2D, for the most part you’ll be using CCSprite and other CCNode-derived classes as is. If you need to make extensions to these classes, you simply make a subclass derived from those classes and write only what you need. But what if you need to extend CCNode itself? You could subclass CCNode, [...]
While working on our new Cocos2D-based project we’ve talked about in previous posts, we came to the point where we needed to implement the Cocos equivalent of a UIScrollView. While we found a few community-created solutions, none of them really matched the intuitiveness and fluidity of Apple’s own UIScrollView. What I’m going to talk about [...]
This is my very first post for #iDevBlogADay. I had been scheduled to do it earlier this year, but then something happened. I’m not exactly torn up about it. In my last post, I mentioned a new project that we’re attempting to do before we hop back on to Sol Defender. We decided Cocos2D was [...]


































































