Great iPhone Game Development Forums

I feel the need to find some good forums to do any of the following:

  • Ask questions on coding issues
  • Ask questions on where to find graphic artists
  • Find people that want to beta-test my games
  • Tell the world about my new amazing gameπŸ™‚

I googled a bit on “iphone game development forum” and found a couple of forums. To get the feeling on how big each forum is, and what their main topic is, I take a look at the number of posts in the biggest category. The numbers are taken at 10 AM P.S.T. so of course the viewing changes across the day. So here we go:

iPhone Dev SDK Forum (Coding in general)
iPhone SDK Development
– (579 viewing / 47,667 threads / 95,000 members)
This forum is mainly discussing the iPhone/iPod Touch SDK, but it’s very big and a lot of members. They also have a subforum for Game development (15 viewing / 1760 threads) so it’s not that big.

iDevGames Forums (Game coding)
Graphics & Audio Programming (2 users / 2,260 threads / 3,000 members)
This forum ranked very well on Google and looks good, so I don’t know why it’s this relatively small. Might get bigger in the future.

TouchArcade Forums (Game reviews and announcements)
iPhone and iPod Touch Games (357 Viewing / 22,508 threads / 75,000 members).
This forum has a big category where developers post about releases of their games, and people can comment. I’m looking forward to post here! I think it’s also a good place to get inspiration on what kind of games people like, and what they mostly comment on. (Game development in general)
This forum is HUGE (176,685 member) but it has no specific forums related to iPhone development, but it covers a wide range of topics, and I’m sure you’ll find a lot of stuff there regarding game design, graphics and sound, which I find interesting. They also have a section for announcements where you can show off.

Cocos2d for iPhone forum (Cocos2d mostly)
This is a small but sweet forum. Not that many members, but be sure that all members there are fully dedicated to knowing everything about cocos2d. I’ve posted some threads there and got quick and good response.

Indiegamer (Being a indie game dev)
This is also a nice forum with lots of discussion on how to make a living as an indie game developer and of course, a place for announcements. Not specific for iPhone though. (iOS blog with games)
iPhone App Announcements (16 viewing / 2,593 threads)
Here is another place to shout out about your game to the world! They also have a big forum discussing games in general. (C coding)
You maybe don’t know it yet, but soon you’ll gonna need some tips about C, which is what Objective-C is built on, and here is a huge place to get help and info quick.
(125 viewing / 43,000 threads)

If you know of any other well visited forum that should be on this list, tell me!

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Cocos2d: Moving a sprite with velocity, speed & direction

So I’m currently trying to understand some interesting functions in cocos2d like:

  • CGPointMake = Create a CGPoint (x,y)
  • ccpAdd = Add a CGPoint to another (x1+x2, y1+y2)
  • ccp = An alias of CGPointMake, but saves you some typing…πŸ™‚

First, lets create a sprite in the middle of the screen:

screenSize = [[CCDirector sharedDirector] winSize];
enemySprite = [CCSprite spriteWithFile:@"ship.png"];
enemySprite.position = CGPointMake(screenSize.width/2, screenSize.height/2);
[self addChild:enemySprite];

Now to make it move straight in a direction, I create a velocity like one of these:

CGPoint velocity = CGPointMake(0, 1); // Move up
CGPoint velocity = CGPointMake(0, -1); // Move down
CGPoint velocity = CGPointMake(1, 0); // Move right
CGPoint velocity = CGPointMake(-1, 0); // Move left

Then I can add the velocity to the position of the sprite like this:

enemySprite.position = ccpAdd(enemySprite.position, velocity);

I can also increase the value 1 to 2, and it will move twice as fast. But this approach seems unpractical. I’d rather move it with a speed and direction. For example, 50 pixels per second, in 45 degrees. So how to do this? At first, what does the above really do?

velocity is a CGPoint, which is an object with x and y coordinates. The same goes for the sprite position. So all it does is adding or subtracting x and y from the current position. Like this:

x = x + 1; // Move right
y = y +1; // Move up (Since 0,0 is in the bottom left corner)

To make a direction out of this, we have to do some math. To get the velocity in x, we do cos(angle*speed). The same thing goes for velocity y, but sin(angle*speed). But since cocos2d wants angles in radians, not degrees, we use this formula:

angle in radians = angle in degrees * PI / 180

Now lets create the direction as a CGPoint, using the alias ccp:

float angle = 45;
float speed = 50/60; // Move 50 pixels in 60 frames (1 second)

float vx = cos(angle * M_PI / 180) * speed;
float vy = sin(angle * M_PI / 180) * speed;

direction = ccp(vx,vy);

Now we got the direction as a CGPoint, instead of velocity, we can move it like this:

enemySprite.position = ccpAdd(enemySprite.position, direction);

And to wrap it up, we can also set the rotation of the sprite the same as the angle, and it will point in the right direction:

enemySprite.rotation = angle;

So this is how you move a sprite using angle and rotation. I hope this helped someone out there!πŸ™‚

BTW: If anyone knows how to get a better layout and bigger spaces on, let me know. I think it’s kinda hard to read with weird spaces between code and text…πŸ˜›

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Cocos2d: Get and set properties between classes (composition vs inheritance)

I’m taking a break from posting about the hours from Sams Learn iPhone in 24 hours, since I’m jumping back and forth between books. Currently I’m hot into Cocos2d and game dev. I’m reading Steffen Itterheims book on Cocos2d which is really good, but since I’m a n00b it gets a little to advanced for me.

So, I’ve ordered Programming in Objective-C 2.0 by Stephen G. Kochan covering the basics on ObjC, but while waiting I’m doing trial-and-error programming. Here’s some stuff I found out.

I’m trying to subclass NSObject to create an Enemy class to spawn enemies that are supposed to live it’s own life. The code is based on what I got out of Itterheims book (p107-109). I got some questions which I found out after testing, and also from the cocos2d forum. Continue reading

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Hour 3: Objective-C classes, methods and more (Sams Teach Yourself in 24 hours)

I got so excited over the book so I stopped writing the blog, and read it all the way through. I also took a little dive into a cocos2d book and finished that too. But now I’m stuck at messages like “initialization makes integer from pointer without a cast” that makes very little sense to me.

So I’m back to chapter 3 in the book, which is about understanding the basics of Objective-C which I really need now. I’m totally confused of methods, classes and especially pointers. I’ll try to write down each thing here and see how much I understand. This is a recap of The Terminology of Object-Oriented Development.

Continue reading

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Hour 2: Xcode and iPhone simulator (Sams Teach Yourself in 24 hours)

This is what Xcode looks like when you start it, wow?πŸ™‚

This chapter was pretty fast and easy, explaining how Xcode windows, files and stuff works. You actually get to code something, and the code doesn’t work! But that’s the point, to find out how the debugger works. Pretty good actually!

Then it goes on to tell me about the simulator, which is pretty easy. And so I collected some fun bits for n00bs to try out. Here are my first tutorials! Continue reading

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Hour 1: Preparing for iPhone development (Sams Teach Yourself in 24 hours)

So this is the first hour out of 24 in the Sams Teach Yourself iPhone Application Development book. This will not be a tutorial, but more of a helping hand for all new readers of the book, which are noobs like me.

The first hour told me about the basics on what an iPhone is and other getting started stuff. Basically soft and easy reading. The hard part came when I was signing up for a dev account with apple. Continue reading

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Starting the 24 hour journey of iPhone App Dev learning – This is what I’ll learn

Here’s what I will be working with for the next 24 hours, in the book Sams Teach Yourself iPhone Application Development in 24 Hours. I’m not a robot, so I won’t do it for 24 hours in a row, but hopefully 1-2 hours per day for the next weeks.πŸ™‚

When I’m done with each chapter, I will make a post and tell you what challenges I faced, and if there was something missing from the book. So here is the table of Contents:

Continue reading

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