In today’s post I’m not going to talk about New Sokoban development 🙂 A few weeks ago I got the opportunity to work on a project for developing and iOS universal app. So, today I’m going to talk a little bit about the development of this app called Trucoteca and developed with Trucoteca.com.
Tag Archives: iPhone
New Sokoban postmortem
Today’s post will be a classical one: postmortem of New Sokoban. New Sokoban was officially launched around a month ago and I think that it is enough time to write this post. Basically because I think that things are not going to change a lot in the future concerning New Sokoban. So, here you have what went right and what went wrong.
Synthesize: first iOS dev event in Málaga, Spain – My conclusion
Some time since the last post. I have been a little busy the last two weeks but today I’m back 🙂 In today’s post I would like to share my personal conclusion about Synthesize, the first iOS dev meeting in Málaga, Spain, where I was invited to do a little talk. As you may expect if you follow this blog, this is not going to be a regular report of the event. I’m going to share with you my thoughts about how the event affected me.
New Sokoban official launch
Today’s post is going to be short (hope so). Basically I would like to announce that finally New Sokoban is officially available on the App Store!!! 😀 It has been a long and hard way, but finally, my own first iOS game is out.
Time distribution on game development
New Sokoban, my own first iOS game, has been submitted to Apple and is waiting for review 🙂 So, this week I have been very busy preparing all the marketing machine to be ready for the international launch, which I hope will be next thursday 🙂 But I have also been making some project evaluation. Since I started the development of New Sokoban I have been registering every day the tasks accomplished and the working hours. So, in today’s post I would like to show you how the chart looks like and share some conclusions.
Using sprite sheets in Cocos2d and Tiled (part 2)
Today’s post is the second part of last week post about using sprite sheets with cocos2d and Tiled. In the previous post we saw what is a sprite sheet, how to to create it from a collection of individual sprites using Texture Packer and how to code it using cocos2d for iPhone. Today I’m going to explain how I used sprite sheets as source libraries in Tiled to create and edit New Sokoban puzzles. In this previous post I partially covered this topic. However, today I’m going to enter in more detail into some technical issues.
As we saw in the first part of this article, sprite sheets are mainly used to drastically improve our games performance in terms of both memory and CPU usage. We basically need to group our original individual sprites and then have some way to refer to them in our game code.
Using sprite sheets in Cocos2d and Tiled (part 1)
In today’s post I’m going to enter in more detail in a very useful topic for game development: Sprite Sheets. I introduced this topic in two of my previous post, but did not enter in detail. I received some feedback pointing out that there is some interest on sprite sheets and how to use them in conjunction with Texture Packer and Cocos2d. In addition, I’m also going to explain how to use sprite sheets as your source library for creating maps on Tiled. This will probably be a large post, so I’m going to split it into two parts.
Game Center integration – leaderboards and achievements
Today’s post is going to be a pragmatic and technical one. I’m going to make a brief introduction to Game Center integration for your games. I decided to talk about this topic today because I found some things that I was not expecting about Game Center. So, I going to share my experience.
As you may know, Game Center is Apple’s solution to social gaming experience. It’s not the best social gaming experience, but its acceptance has been very high among iOS users and it’s quite easy to implement. That’s why I finally decided to only support Game Center, forgetting about Open Feint or Plus+.
Game content creation – New Sokoban puzzles
I think that today’s post is a necessary one. I have had it at the pending list since quite weeks ago. Today I’m going to explain the process of puzzle creation for New Sokoban.
Target audience considerations (part 2)
Today’s post is the second part of an article about target audience and its implications on the development and commercialization of your app or game on the AppStore. You can find the first part here. In this second part I’m going to try to apply the theoretical concepts discussed on the first part onto my current project New Sokoban.
We talked about that it is important to fix the target audience of your game or app. And we also talked about that it is extremely difficult for your initial projects to do so… So, I’m doing my best 🙂 Anyway, I decided that I would like that the target audience for New Sokoban would be mainly casual. The reasons for that are mainly two: (1) casual gamers are the most and this means more potential downloads. (2) My family and friends are mainly casual gamers or even non gamers. Therefore, working on a casual game allowed me to receive more valuable feedback in early stages of development. Some years ago, I worked on a hardcore project (not for my own) and it was really frustrating to talk about that to family and friends and notice that they were not really interested on that, despite on their efforts to simulate interest. So, this time I realized that I needed all the support I could get and this also inclined me to start a casual game project.