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Game zone
Building a Game is like Taking a Dream into action We are the Bridge between the human imagination and the implementation Game build by you is like your World We drag user to our world
The Game Vision No one is dependent on game but everyone find time to play Simple user interface simplicity = beauty (how things look) + elegance (how things work)
Challenges of Designing a game Screen area is 320 * 480  Memory Movements User acceptence
New Era of Games ResponsiveSocialGaming Multiplayergames Network Games Mobile Games
Games vs Application
Download Cocos2d Download from http://www.cocos2d-iphone.org/download Unzip Downloaded Zip /Developer/Platforms/iPhoneOS.platform/Developer/Library/Xcode/Project Templates/Application/
IN GAMES THINGS ALWAYS MOVE
Lets Start Building!! NO
Think!!  Think!! Think!!
Geometry of Game What is difference in world co-ordinates and geometric co-ordinates ? Translation -is moving every point a constant distance in a specified direction  Rotation – Rotate things around angle  Scaling – shrinking and expanding objects
You Look good in Geometry But we are building games?
Sprites
Game Engine Rigid Bodies-A rigid body holds the physical properties of an object  Collision Shapes-By attaching shapes to bodies, you can define the a body’s shape.  Constraints/Joints-Constraints and joints describe how bodies are attached to each other  Spaces-Spaces are the basic simulation unit
Technology Cocoas2d with Chipmunk Cocoas2d with Box2d
Some Concepts Scenes - A scene (implemented with the CCScene object) is more or less an independent piece of the app workflow  Director - The CCDirector is the component which takes care of going back and forth between scenes
Some Concepts Layers - A CCLayer has a size of the whole drawable area, and knows how to draw itself  Sprites Actions  - Actions are like orders given to any CCNode object. These actions usually modify some of the object's attributes like position, rotation, scale, etc.
Lets Start Building!! What? Where? How?
What?  Punch a Mole
Where? Iphone ,Ipod ,Ipad 320 × 480 (iPhone/iPod touch) 640 × 960 (iPhone 4 and iPod with Retina display) 768 × 1024 / 1024 × 768 (iPad)
Where? Retina Display - Add double-sized sprites to your app, but instead of using the “@2x” extension, you use an “-hd” extension for Cocos2D. When loading your sprites, use normal name (without the “-hd” extension) – Cocos2D will automatically load the hd images on the Retina display
How? Planning the Art
Planning the Art
Setting the Background Determine names of sprite sheets (go to code) Load background and foreground (go to code) Add background  (go to code) Add foreground (go to code)
Where we reached so far?
Placing the mole NSMutableArray *moles; Loadmolesprites (gotocode) ConvertpointforIpad (gotocode) Popping the Moles (gotocode)
Where we reached so far?
Defining Animations Adding animation sprite of laugh like - [animFramesaddObject:[[CCSpriteFrameCachesharedSpriteFrameCache]spriteFrameByName:@"myImage.png"]]; Laughing Animation1, Laughing Animation2, Laughing Animation3 (go to code)
Laugh Animation We need to add All Images for laugh animation? NO
Laugh Animation We will use Pliststo load using animationFromPlist
Laugh Animation Adding laugh animation to main Init method (go to code) When mole is going to laugh? Are we done?
Game logic Add Below variables to .h file  CCLabelTTF*label;  intscore;  inttotalSpawns;  BOOLgameOver;
Game Logic Define scoreboard for Application(go to code) Convert font-size according to device When to kick a mole? How to tap? Adding sound effects
Where we reached so far? Just Run the Code
We Did it !! Hip Hip Hooray!!
The Game Design Document Game Summary Game setting Game play: controls and user interface Levelmap and SoundEffects Game System/Engine

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Iphone game developement - In a game things always move

  • 2. Building a Game is like Taking a Dream into action We are the Bridge between the human imagination and the implementation Game build by you is like your World We drag user to our world
  • 3. The Game Vision No one is dependent on game but everyone find time to play Simple user interface simplicity = beauty (how things look) + elegance (how things work)
  • 4. Challenges of Designing a game Screen area is 320 * 480 Memory Movements User acceptence
  • 5. New Era of Games ResponsiveSocialGaming Multiplayergames Network Games Mobile Games
  • 7. Download Cocos2d Download from http://www.cocos2d-iphone.org/download Unzip Downloaded Zip /Developer/Platforms/iPhoneOS.platform/Developer/Library/Xcode/Project Templates/Application/
  • 8. IN GAMES THINGS ALWAYS MOVE
  • 10. Think!! Think!! Think!!
  • 11. Geometry of Game What is difference in world co-ordinates and geometric co-ordinates ? Translation -is moving every point a constant distance in a specified direction Rotation – Rotate things around angle Scaling – shrinking and expanding objects
  • 12. You Look good in Geometry But we are building games?
  • 14. Game Engine Rigid Bodies-A rigid body holds the physical properties of an object Collision Shapes-By attaching shapes to bodies, you can define the a body’s shape. Constraints/Joints-Constraints and joints describe how bodies are attached to each other Spaces-Spaces are the basic simulation unit
  • 15. Technology Cocoas2d with Chipmunk Cocoas2d with Box2d
  • 16. Some Concepts Scenes - A scene (implemented with the CCScene object) is more or less an independent piece of the app workflow Director - The CCDirector is the component which takes care of going back and forth between scenes
  • 17. Some Concepts Layers - A CCLayer has a size of the whole drawable area, and knows how to draw itself Sprites Actions - Actions are like orders given to any CCNode object. These actions usually modify some of the object's attributes like position, rotation, scale, etc.
  • 18. Lets Start Building!! What? Where? How?
  • 19. What? Punch a Mole
  • 20.
  • 21. Where? Iphone ,Ipod ,Ipad 320 × 480 (iPhone/iPod touch) 640 × 960 (iPhone 4 and iPod with Retina display) 768 × 1024 / 1024 × 768 (iPad)
  • 22. Where? Retina Display - Add double-sized sprites to your app, but instead of using the “@2x” extension, you use an “-hd” extension for Cocos2D. When loading your sprites, use normal name (without the “-hd” extension) – Cocos2D will automatically load the hd images on the Retina display
  • 25. Setting the Background Determine names of sprite sheets (go to code) Load background and foreground (go to code) Add background (go to code) Add foreground (go to code)
  • 26. Where we reached so far?
  • 27. Placing the mole NSMutableArray *moles; Loadmolesprites (gotocode) ConvertpointforIpad (gotocode) Popping the Moles (gotocode)
  • 28. Where we reached so far?
  • 29. Defining Animations Adding animation sprite of laugh like - [animFramesaddObject:[[CCSpriteFrameCachesharedSpriteFrameCache]spriteFrameByName:@"myImage.png"]]; Laughing Animation1, Laughing Animation2, Laughing Animation3 (go to code)
  • 30. Laugh Animation We need to add All Images for laugh animation? NO
  • 31. Laugh Animation We will use Pliststo load using animationFromPlist
  • 32. Laugh Animation Adding laugh animation to main Init method (go to code) When mole is going to laugh? Are we done?
  • 33. Game logic Add Below variables to .h file CCLabelTTF*label; intscore; inttotalSpawns; BOOLgameOver;
  • 34. Game Logic Define scoreboard for Application(go to code) Convert font-size according to device When to kick a mole? How to tap? Adding sound effects
  • 35. Where we reached so far? Just Run the Code
  • 36. We Did it !! Hip Hip Hooray!!
  • 37. The Game Design Document Game Summary Game setting Game play: controls and user interface Levelmap and SoundEffects Game System/Engine