Tracking/Identifying individual touches on iPhone

Tracking/Identifying individual touches on iPhone

I got this question the other day, how to track individual touches if you are using a couple of fingers for a game? Actually it’s pretty easy if you can access the touch previous position and it’s current position. Let’s start with a small class to store the information class Touch { public: Touch(); ~Touch(); [...]

A little on how to initialize and use GameCenter

A little on how to initialize and use GameCenter

Small side-note first, Vizati is now available for the Super Nintendo, more info. For my third idevblogaday post I’m going to talk about Game Center. Game Center was released only a couple months ago (September or so) but already tons of applications are using it and even more, players ask for it. It’s a way [...]

Scripting week

Scripting week

This week I’ve been working on replacing my current scripting system. It worked great for Vizati but I need something with a little more flexibility. Instead of explaining what I’ve managed to get working I’ve made a screenshot with some notes. I think I’m going to make this my #ScreenshotSaturday

Loading images into OpenGL in iPhone

Loading images into OpenGL in iPhone

So you can’t make a game without images, right? Well, actually you can but that’s another story. But how can you load a jpg or a png and use then on OpenGLES? First let’s make a simple class Texture2D class Texture2D { public: Texture2D(int texture id, int width, int height) { _textureId = id; _width [...]

Bringing a game from PC to iOS

Bringing a game from PC to iOS

This is my first post to http://idevblogaday.com/, I’ve been waiting since November so I’m pretty excited about writing to a broader audience =P. Even though I only have one product on the App Store I have gathered some knowledge on how stuff works to get there. I’ll start by talking a bit about how we [...]

Playtesting and Tech support, the other side of the coin

Playtesting and Tech support, the other side of the coin

Something that has always been scary (well, it’ still is) before launching Vizati is tech support. No matter how much you tested your game, it’s bound to have bugs. Also what I’ve realized is that I don’t spend enough time testing the game, oh and you too, yes YOU (I’m assuming you’re a developer of [...]

officially a Mac developer too, wait, what?

officially a Mac developer too, wait, what?

It’s little over a month since I said I wouldn’t do any more porting for Vizati. Lesson learned, don’t say never again… When I started making the engine in C++ with an OpenGL/DirectX layer, I tried to keep in mind a multi-platform environment. Keeping rendering and OS specific calls abstract from the game itself and [...]

No more porting for Vizati, time for something new

No more porting for Vizati, time for something new

It’s been awhile since my last post. Regular visitors know that for the last months I’ve been working mainly on Vizati, bringing it first from the Xbox360 (never released, no xblig here) to a PC digital release, followed by a complete rewrite of the engine to C++/OpenGL for a iPhone port, next there was the [...]

Testing if a point is inside a Polygon

Testing if a point is inside a Polygon

I’ve been playing with polygons and collisions lately so I decided to share some stuff. Using rectangles to detect if the mouse is inside is handy for Buttons and rectangular shaped objects, but what about other irregular shaped objects? Taking this into account I decided to create a Polygon class that basically has a List [...]

A* Pathfinding

A* Pathfinding

For my current project I’ve been working with A* as a path-finding solution. Basically it’s a way to get from point A to point B. This is used for AI in games mostly on tiled based games, It’s very simple to understand and implement. As A* traverses the graph, it follows a path of the [...]

Page 2 of 712345...Last »