Game zone<br />
Building a Game is like Taking a Dream into action<br />We are the Bridge between the human imagination and the implementa...
The Game Vision<br />No one is dependent on game but everyone find time to play<br />Simple user interface<br />simplicity...
Challenges of Designing a game<br />Screen area is 320 * 480 <br />Memory<br />Movements<br />User acceptence<br />
New Era of Games<br />ResponsiveSocialGaming<br />Multiplayergames<br />Network Games<br />Mobile Games <br />
Games vs Application<br />
Download Cocos2d<br />Download from http://www.cocos2d-iphone.org/download<br />Unzip Downloaded Zip<br />/Developer/Platf...
IN GAMES THINGS ALWAYS MOVE<br />
Lets Start Building!!<br />NO<br />
Think!! <br />Think!! Think!!<br />
Geometry of Game<br />What is difference in world co-ordinates and geometric co-ordinates ?<br />Translation -is moving ev...
You Look good in Geometry But we are building games?<br />
Sprites<br />
Game Engine<br />Rigid Bodies-A rigid body holds the physical properties of an object <br />Collision Shapes-By attaching ...
Technology<br />Cocoas2d with Chipmunk<br />Cocoas2d with Box2d<br />
Some Concepts<br />Scenes - A scene (implemented with the CCScene object) is more or less an independent piece of the app ...
Some Concepts<br />Layers - A CCLayer has a size of the whole drawable area, and knows how to draw itself <br />Sprites<br...
Lets Start Building!!<br />What?<br />Where?<br />How?<br />
What? <br />Punch a Mole<br />
Where?<br />Iphone ,Ipod ,Ipad<br />320 × 480 (iPhone/iPod touch)<br />640 × 960 (iPhone 4 and iPod with Retina display)<b...
Where?<br />Retina Display - Add double-sized sprites to your app, but instead of using the “@2x” extension, you use an “-...
How?<br />Planning the Art<br />
Planning the Art<br />
Setting the Background<br />Determine names of sprite sheets (go to code)<br />Load background and foreground (go to code)...
Where we reached so far?<br />
Placing the mole<br />NSMutableArray *moles;<br />Loadmolesprites (gotocode)<br />ConvertpointforIpad (gotocode)<br />Popp...
Where we reached so far?<br />
Defining Animations<br />Adding animation sprite of laugh like -<br />[animFramesaddObject:[[CCSpriteFrameCachesharedSprit...
Laugh Animation<br />We need to add All Images for laugh animation?<br />NO<br />
Laugh Animation<br />We will use Pliststo load using animationFromPlist<br />
Laugh Animation<br />Adding laugh animation to main Init method (go to code)<br />When mole is going to laugh?<br />Are we...
Game logic<br />Add Below variables to .h file <br />CCLabelTTF*label; <br />intscore; <br />inttotalSpawns; <br />BOOLgam...
Game Logic<br />Define scoreboard for Application(go to code)<br />Convert font-size according to device<br />When to kick...
Where we reached so far?<br />Just Run the Code<br />
We Did it !!<br />Hip Hip Hooray!!<br />
The Game Design Document<br />Game Summary<br />Game setting<br />Game play: controls and user interface<br />Levelmap and...
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Iphone game developement - In a game things always move

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In a game things always move.

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Iphone game developement - In a game things always move

  1. 1. Game zone<br />
  2. 2. Building a Game is like Taking a Dream into action<br />We are the Bridge between the human imagination and the implementation<br />Game build by you is like your World<br />We drag user to our world<br />
  3. 3. The Game Vision<br />No one is dependent on game but everyone find time to play<br />Simple user interface<br />simplicity = beauty (how things look) + elegance (how things work)<br />
  4. 4. Challenges of Designing a game<br />Screen area is 320 * 480 <br />Memory<br />Movements<br />User acceptence<br />
  5. 5. New Era of Games<br />ResponsiveSocialGaming<br />Multiplayergames<br />Network Games<br />Mobile Games <br />
  6. 6. Games vs Application<br />
  7. 7. Download Cocos2d<br />Download from http://www.cocos2d-iphone.org/download<br />Unzip Downloaded Zip<br />/Developer/Platforms/iPhoneOS.platform/Developer/Library/Xcode/Project Templates/Application/<br />
  8. 8. IN GAMES THINGS ALWAYS MOVE<br />
  9. 9. Lets Start Building!!<br />NO<br />
  10. 10. Think!! <br />Think!! Think!!<br />
  11. 11. Geometry of Game<br />What is difference in world co-ordinates and geometric co-ordinates ?<br />Translation -is moving every point a constant distance in a specified direction <br />Rotation – Rotate things around angle <br />Scaling – shrinking and expanding objects<br />
  12. 12. You Look good in Geometry But we are building games?<br />
  13. 13. Sprites<br />
  14. 14. Game Engine<br />Rigid Bodies-A rigid body holds the physical properties of an object <br />Collision Shapes-By attaching shapes to bodies, you can define the a body’s shape. <br />Constraints/Joints-Constraints and joints describe how bodies are attached to each other <br />Spaces-Spaces are the basic simulation unit <br />
  15. 15. Technology<br />Cocoas2d with Chipmunk<br />Cocoas2d with Box2d<br />
  16. 16. Some Concepts<br />Scenes - A scene (implemented with the CCScene object) is more or less an independent piece of the app workflow <br />Director - The CCDirector is the component which takes care of going back and forth between scenes <br />
  17. 17. Some Concepts<br />Layers - A CCLayer has a size of the whole drawable area, and knows how to draw itself <br />Sprites<br />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. <br />
  18. 18. Lets Start Building!!<br />What?<br />Where?<br />How?<br />
  19. 19. What? <br />Punch a Mole<br />
  20. 20.
  21. 21. Where?<br />Iphone ,Ipod ,Ipad<br />320 × 480 (iPhone/iPod touch)<br />640 × 960 (iPhone 4 and iPod with Retina display)<br />768 × 1024 / 1024 × 768 (iPad) <br />
  22. 22. Where?<br />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 <br />
  23. 23. How?<br />Planning the Art<br />
  24. 24. Planning the Art<br />
  25. 25. Setting the Background<br />Determine names of sprite sheets (go to code)<br />Load background and foreground (go to code)<br />Add background (go to code)<br />Add foreground (go to code)<br />
  26. 26. Where we reached so far?<br />
  27. 27. Placing the mole<br />NSMutableArray *moles;<br />Loadmolesprites (gotocode)<br />ConvertpointforIpad (gotocode)<br />Popping the Moles (gotocode)<br />
  28. 28. Where we reached so far?<br />
  29. 29. Defining Animations<br />Adding animation sprite of laugh like -<br />[animFramesaddObject:[[CCSpriteFrameCachesharedSpriteFrameCache]spriteFrameByName:@"myImage.png"]];<br />Laughing Animation1, Laughing Animation2, Laughing Animation3 (go to code)<br />
  30. 30. Laugh Animation<br />We need to add All Images for laugh animation?<br />NO<br />
  31. 31. Laugh Animation<br />We will use Pliststo load using animationFromPlist<br />
  32. 32. Laugh Animation<br />Adding laugh animation to main Init method (go to code)<br />When mole is going to laugh?<br />Are we done?<br />
  33. 33. Game logic<br />Add Below variables to .h file <br />CCLabelTTF*label; <br />intscore; <br />inttotalSpawns; <br />BOOLgameOver;<br />
  34. 34. Game Logic<br />Define scoreboard for Application(go to code)<br />Convert font-size according to device<br />When to kick a mole?<br />How to tap?<br />Adding sound effects<br />
  35. 35. Where we reached so far?<br />Just Run the Code<br />
  36. 36. We Did it !!<br />Hip Hip Hooray!!<br />
  37. 37. The Game Design Document<br />Game Summary<br />Game setting<br />Game play: controls and user interface<br />Levelmap and SoundEffects<br />Game System/Engine<br />

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