May

08

Posted by : admin | On : May 8, 2012

I’ve just finished reading the first five chapters of Justin’s FREE Cocos2d book (The fifth chapter is available as a bonus to subscribers of Cartoon Smart, for a limited period) and I must say I found the book thoroughly enjoyable, and very easy to understand, it certainly answered a few lingering questions that I had in my head, so go grab your copy now, even if your not interested in Cocos2d, its worth a look so you can check out the cool stuff you can do with the iBooks authoring App, it’s pretty amazing stuff.

Check out Justin’s new book, it’s Awesome & it’s also…


You’ve probably never read a programming book like this before:
Fully color-coded, interactive images, video, touch-lookup glossary terms, and more!

After discovering the amazing features of Apple’s new iBook Author tools, CartoonSmart is adding their own twist on the Textbook-of-the-Future! And when you see the new iBook format in action on your iPad, you’ll get an idea of where the future of education is at. We’re so excited to get this in your hands, we’re giving away the first four chapters (over 100 pages) and possibly even more as we keep writing it. This makes a great companion to our popular iOS Development course because this is an even softer beginning for new programmers. Chapter 2 covers some basic programming concepts that you may need a crash course on or just a refresher if you haven’t used Objective C in a while. And from there, we immerse you slowly in Cocos2D, an easy to learn programming framework for game development.

Take a look at the Table of Contents (so far)….

Chapter 1: The Hardest Part. Starting…

1.1 – What kind of programmer am I?
1.2 – What you need to begin
1.3 – Open Xcode and build your first app
1.4 – Warnings aren’t always errors
1.5 – Provisioning profiles and code signing
1.6 – Autorotation and adding HD images
1.7 – The end of the beginning.

Chapter 2: How basic do we need to get here?

2.1 – Variables
2.2 – If Statements
2.3 – Switch Statements
2.4 – Methods
2.5 – While and For Statements
2.6 – Log Statements
2.7 – Your end of chapter movie…

Chapter 3: Get started with Cocos2D

3.1 – A bit about Cocos2D
3.2 – CCSprite
3.3 – Positioning objects
3.4 – Declaring variables in your header file
3.5 – Basic Properties
3.6 – Scheduling Methods
3.7 – Z Depth and Tags
3.8 – Removing children and child hierarchy
3.8 – Your first real test!

Chapter 4: Create your own Class

4.1 – Put on your Classes glasses
4.2 – Create a class
4.3 – Initialize with parameters
4.4 – The finished Enemy class
4.5 – Iterating through classes
4.6 – Class properties

And a bonus section on Collision Detection from Chapter 5.

So, what you waiting for, grab your free book, there’s even werewolves…

Here’s the link, go grab it now people, PDF file also available for those that are unfortunate enough to own some other kind of device!

Mar

30

Posted by : admin | On : March 30, 2012

Wave Attack Game Starter Kit for iPhone and iPad App Publishing

App Description - Fight off wave after wave of descending enemies, while picking up ammo and maintaining enough health to level up. This is the basis of any number of games you can publish to the App Store. You can change the artwork to make this look like a 1942-style fighter plane game, Space Invaders, or make it a simple kids game.

The included video tutorial discusses customizing every element in the game. After watching the video, you’ll know how to…

- Add more ammo, with different collision diameters for striking enemies and strength variations
- Add more enemies. Change appearance, and add different strength per level
- Add more sounds
- Add different backgrounds per level
- Change the speed of enemy decend or player fire
- Change player or enemy animations (currently the player has three animations, default stance, firing the gun, and throwing ninja stars).
- Add splatter FX after an enemy kill (optional)
- Increase or decrease the difficulty of the game by simply changing the number of a few variables

More Details

When published the game runs at 60fps for the iPad 1 & 2, iPhone 4, and EVEN the iPhone 3GS.

The template is currently setup to publish a Universal iOS app (one that runs on both iPhone and iPad). You can easily change it to be only one or the other device.

The game includes a Menu button which currently has the option to start a new game, resume from pausing, or disable/enable audio. This popout menu can also be used to include any thing you want. Links to other apps, and so on.

The template also includes default startup images for the app, these should be changed to show your own title for the game and company logo. If you’d like to credit CartoonSmart for co-creating the app, we can send you a png logo to use in your startup image (you can also just drag n drop the logo in the header of all CartoonSmart pages)

The tutorial also discusses getting setup for Publishing in the App Store and Provisioning your App for code-signing. This is an essential step you’ll need to do before submitting your version of the app to the App Store. This is discussed early on in the tutorial video.

Finally… 

We feel this Starter Kit is an amazing jumping off point for your App. The bulk of the code is written already, but it IS a jumping off point. Please do not submit the app for review to Apple in its current state with our graphics. At the very least, please change the artwork to your own. But to really make a great game in the App Store, this Starter Kit needs a good weekend’s worth of your blood and sweat… Add some funny sounds, add more enemies, and make it your OWN!

Then enjoy being a Published App Developer!!

Mar

30

Posted by : admin | On : March 30, 2012

Includes Three XCode Templates to Publish an iOS Book App PLUS Eleven High Definition Video Tutorials Explaining the Templates and How To Get Your App in the Store!

Add in your own images and publish a realistic page-turning book to your iPad immediately! Then add a little extra code to really make your book standout for inclusion in the App Store.

The three XCode templates are…

  • One eBook template without code for In-App Purchasing  (described in detail in videos 1-5 )
  • One eBook template with code for In-App Purchasing (described in video 6 )
  • One eBook template with code for In-App Purchasing and a lot of extra code (described in videos 7-10)

After watching the videos you’ll know how to…

  •  Add sound FX & background audio to specific pages
  •  Add animated images
  •  Add buttons that reveal other images (great for kids books!)
  •  Add special FX to your pages with just a few lines of code ( snow, rain, fire, sun, fireworks, sun, galaxies, and more)
  •  Add an index to jump to pages
  •  Add an in-App purchase option to give part of the book away for free, and the rest for sale.

At the very least, all you need to do to setup this book is replace the already included sequential images (page0.png, page1.png, and so on) with your own images. In landscape mode your images will be 1024 by 768. You’ve also got the option to include a cover page (named “page0_with_options.png”) which can include text over your book cover which instructs readers where to swipe or press to flip the page forward and back and how to get to the index. This alternate cover page can be seen when the app first loads, but if the viewer returns to this page later, they’ll see your usual cover art ( “page0.png” ). Other than that, you’ll just need to change a variable in the Constants.h file which specifies how many pages are in your book.

So in just a few steps, you can publish your book to your iPad. Getting approved for inclusion in the App Store takes just a little bit more work. We’ve included some short videos with example code to impress upon your App Reviewer that your book belongs in the App Store in the Books category. Without something extra, your book will probably get rejected with a note that it would be better off in the iBookStore. Basically meaning its not doing enough to be considered an “app”. The iBookStore is for books created in a different format than this template, and gets far less sales and searches than the App Store. But don’t worry,  its incredibly easy to add sounds, buttons, special FX, or animation that will get your app approved. Video tutorials 7-10 go into all that.

We’ve also included an initial setup video for beginners to XCode and app development. It will give you an overview of what you need to know about XCode to setup your app, and where to go in iTunes Connect and the Development Portal to sign your application and submit it. So while it would be great if you knew a bit of programming and had prior development experience, this template does not require it. Just watch the included videos!

Mar

30

Posted by : admin | On : March 30, 2012

Angry Ninjas Starter Kit: An Easy to Customize XCode Project PLUS High Definition Video Documentation

Sling shot games are quite popular in the App Store aren’t they? Well why not ride that wave and create your own popular app. This template is ready for you to make a great game out of it. All thats required is a bit of time on your part to build some fantastic levels and add your own artistic twist. We’ve done the hard part. Now you get to do the fun part!

Like all our iOS Starter Kits the project files are included with video guides (accessible online or offline) covering every detail of modifying the app for yourself.

Some Basics about the App Template:

  • Runs at 60fps on the iPhone 4, iPhone3GS, iPod Touch and iPad.
  • Supports high resolution images for the Retina Display iPhone.
  • Preference settings for the iPad or iPhone (for example, you can change things like the stack location, screen pan speed, throw power of the sling shot, etc by changing simple variables)
  • Uses Box2D, an advanced physics engine for realistic collisions (the same as another well-known sling shot game) We like the physics as they are, but you are welcome to toy with gravity, the accelerometer, or any other property to drastically change the game.
  • Supports as many levels as you want to build.
  • The in-game Menu will show 10 sections, and each section can have multiple levels. Players will have to complete all levels in a section before the menu unlocks that section to jump to.
  • Level progress is saved in the NSUserDefaults. So even if the game quits, players will have a variable saved for the number of levels they have completed.
  • High scores are also saved in NSUserDefaults
  • You can set the number of characters to toss per level and how much score is required to pass the level.
  • You can set bonuses per level for the number of characters that haven’t been used to pass the level.
  • You can change the layers of background art on a per level basis. The clouds, hills, and ground plane are all separate scrolling pieces of art.
  • Drop in your own .mp3 files for sound fx or background music.
  • Includes three sound preferences which get saved even if the player quits the game. So players can enable or disable Sound FX, Voice FX, or Ambient FX ( or Background Music )

The Extra Special Cool Features….

This wouldn’t be a “Cartoon” Smart Template if we didn’t add some easy ways to make this game really come alive with your own art and animation.

Here’s some of the artistic highlights…

  • It is incredibly easy to add a variety of shapes to your level’s stack with built in vector definitions for the collision environment. For example: squares, triangles, circles, trapezoids, parallelograms, hexagons, octagons, pentagons are preset properties for your stack object. Wanna know more? Skip to 00:07:21 for details in the demo video below
  • Includes two animated impact FX that can be played anytime a stack object breaks (you can add as many more as you like). Different FX animations can be applied to different objects or enemies.
  • Supports custom break animatiosn for stack objects or enemies. So if you want to include even more animation for a specific object breaking apart you can.
  • Stacks are incredibly easy to build. We recommend using an art program like Flash or Photoshop to design your stack then just copy the center x and y locations of each object into XCode. Skip to 00:18:53 for details in the demo video below
  • Two lines of very easy code add each stack object or enemy to the stack. All your properties for the object are defined in one line. Usually YES or NO values for options like: breaksFromNinja , hasAnimatedBreakFrames, damagesEnemy, breaksOnGround, makeImmovable. Skip to 00:10:44 for details in the demo video below.
  • Every Stack Object or Enemy can have a custom point value.
  • You can add as many different slingshot characters as you like, depending on level or the order they get thrown in.
  • Slingshot characters have different artwork frames for poses like “standing in line to be thrown”, “blinking” , “in air”, “roll”, “roll and impact”, or “on the ground”. You can add as many different poses as you like and choose when they appear.
  • Enemies can have damage factors. So it may take more than one collision with a ninja or stack object to damage the enemy enough to be destroyed. In our demo video you’ll notice the enemy gets a bandage or two after being collided.
  • Enemies can also have separate animated frames for breaking (for example, the enemy in the template disintegrates )
  • Choose between embedded images or a font for the post-object break Scores (which float above the object that broke). Currently the template uses images for scores in values of 100,500,1000, 5000 and 10000.

Mar

29

Posted by : admin | On : March 29, 2012

This tutorial covers every step in programming an Actionscript 3 Flash pinball game. In the finished project, you can press either the left or right side of the screen to move the flippers at regular speed OR use the arrow keys (left, right, or up and down) to toggle between regular and faster speeds. Spacebar or clicking the launch zone will also send a new ball into play. If you export the project for an Android or iOS device, finger taps do the same thing as the mouse.

This tutorial teaches Object Oriented Programming, beginning with the basics and progressively getting more advanced while still staying easy enough for everyone!

Course Outline:

Lesson 1: Create the Pinball Class and have it collide/slide down ramps
Lesson 2: Add Bumpers, curved boundaries, and invisible boundaries
Lesson 3: Add Flippers of multiple raising speeds (fast and slow)
Lesson 4: Add curving / looping ramps of any size or shape
Lesson 5: Create the launch ramp, multiball mode, score board, sounds and finishing touches

And of course you can adjust anything you like! The physics are incredibly easy to change. You can slow down or speed up the gravity, change the way the ball bounces off different objects, alter the roll speed for different objects, and so on. The code is yours to change! So one might call this an Actionscript 3 Pinball template with 5 hours of video instruction on how to modify it.