iUridium II released to App Store for free !!!
Have a fun !!!
by iUridium • on 20. Oct, 2014 • in Articles
iUridium II released to App Store for free !!!
Have a fun !!!
by iUridium • on 26. Jun, 2014 • in Articles
iUridium is temporarily withdrawn from the App Store.
It will be online very soon!
Thank you for your patience!
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by iUridium • on 17. Jan, 2014 • in Articles
To celebrate 2 years since published, iUridium will be for 1 day only (20.01.2014.) available from the App Store for FREE!
Enjoy!
by iUridium • on 01. Apr, 2013 • in Articles
I am happy to inform you that version 2.2.1 of iUridium source has been released!!! This is source package of iUridium version 2.2 released to the App Store.
Major changes introduced in this version:
* Support for iOS 6 and iPhone 5
* Integrating Facebook SDK 3.1.1
* Redesign of Facebook score share scene (using cocos2d CCScene/CCLayer classes, avoiding usage of additional UIViewControllers)
* Solving Game Center orientation bug
* Minor bugs fixing
* Code refactoring
More information about iUridium source code can be found on Source Code page.
For all buyers of previous versions: update links will be sent to your email in next few days!.
by iUridium • on 09. Feb, 2013 • in Articles, iUridium Source, News, Source Code
iUridium v2.2 is released and available on App Store!
It includes:
– Support for iOS 6 and iPhone 5
– Support for Facebook SDK 3.x
– New Facebook score submit scene
– Solving Game Center orientation bug
– Minor bugs fixing
Enjoy!
IMPORTANT: New iUridium source package (v2.2.1) version should be released in couple of next weeks. It is source package version of iUridium v2.2. Some of the major updates in this version:
– Integrating Facebook SDK 3.1.1
– Redesign of Facebook score share scene (using cocos2d CCScene/CCLayer classes, avoiding usage of additional UIViewControllers)
– Major refactoring of code
by iUridium • on 22. Sep, 2012 • in Articles
I am happy to inform you that version 2.2 of iUridium source has been released!!!
Major changes introduced in this version:
* iUridium source code migrated to cocos2d 2.0
* Support for Facebook SDK 3.0
* Code refactoring
More information about iUridium source code can be found on Source Code page.
Note that iUridium source in version 2.2 includes two different packages:
– iUridium project using cocos2d 1.0.1
– iUridium project using cocos2d 2.0
For all buyers of previous versions: update links will be sent to your email in next few days!.
by iUridium • on 29. May, 2012 • in Articles
To celebrate 6 months since published, iUridium will be for 1 day only (31.05.2012.) available from the App Store for FREE!
Enjoy!
UPDATE: During free app day, more then 200 downloads of iUridium! Enjoy it and spread a word!.
by iUridium • on 29. Apr, 2012 • in Articles
I am happy to inform you that iUridium v2.1 has been released and is available on App Store!
This version includes:
– Collision detection improvement
– Minor enhancements and bug fixes
Enjoy!
by iUridium • on 26. Apr, 2012 • in Articles
I am happy to inform you that version 2.1 of iUridium source has been released and can be found on Source Code page. This update corresponds to app version update as is submitted to App Store.
Major changes introduced in this version:
* Re-implemented collision detection between Manta and Dreadnaught’s obstacles using Box2D. You will learn how to use Box2D for collision detection between main game player and Tiled Map objects.
* Minor enhancements and bug fixing
For all buyers of previous versions: update links will be sent to your email in next few days!.
by iUridium • on 26. Apr, 2012 • in Articles
Guys from app-or-not.com reviewed iUridium. Find it at http://app-or-not.com/?page=view_app&id=79.
I would agree that landing is not very intuitive, but remember that discovering it when playing original back in 80’s was one of the charms of this game.. Feel free to comment…
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by iUridium • on 15. Apr, 2012 • in Articles
Initially I just implemented plain bounding box collision detection between my main game player and Tiled Map objects (obstacles on the map), but realized it is not perfect solution since obstacles are not always tailored by tile size. So, I decided to do it using Box2D. When I started working on it and searching for similar implementations or tutorials, I realized that there hard to find any explaining this very common requirement which motivated me to write this tutorial. Note that in my case collision means main game player hits the obstacles on the Map and explodes, not collision in sense of moving on some kind of platform. Also, Tiled Map is placed on top of Parallax, but should not be much of difference in case your Tiled Map is child of main scene layer whatsoever.
This tutorial builds upon basics of using Box2D for collision detection covered in great Ray Wenderlich tutorial, so I suggest reading it first. I will not talk here again about Box2D bodies and ContactListeners.
First, you need to define your collision objects on Tiled Map using Object Layer (I am calling it CollisionOL).
On Tiled Map initialization, we need to create Box2D bodies for collision objects on Tiled Map we have just created on our Object Layer. Note that in my case Tiled Map is not sized over complete scene, and I have more then 1 Tiled Map on it, so needed to do some more calculations (getWorldPosition). If you are not using it on such way, your _point should be defined with x, y as got from Object Layer.
That’s it. Now, the tricky part. You need to assure that your collision objects (obstacles) are moving with your scene layer, or in my case Parallax Node. So in your tick method, together with scene movement, we should move Box2D objects accordingly.
Here I am distinguishing my main Game player (Manta) from obstacles. For obstacles, I am updating its world position according to scene movement and then updating the position of all Box2D objects based on the position of the Cocos2D sprites as is nicely explained in Ray tutorial. Note that my world has only X movement. You will need to take care about Y axe as well.
I am sure there are other, maybe better, ways of doing it, so if you have any suggestion of improvement, or this tutorial is not clear enough for you, just write the comment.
I will not include sample project including this code since you could get complete iUridium source from here 😉
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by iUridium • on 01. Apr, 2012 • in Articles
I am happy to inform you that iUridium v2.0 has been released! It includes several exciting new features:
– Possibility to use any of UNLOCKED levels as game start point
Enjoy!
Stay tuned, more improvements and new features coming in following weeks!
by iUridium • on 30. Mar, 2012 • in Articles
Version 2.0 of iUridium source is released and can be found on Source Code page. This update corresponds to app version update as is submitted to App Store.
Major changes introduced in this version:
* New Level Select Scene for selecting game start level (unlocked ones)
* Implemented In-App Purchase option to unlock any iUridium level
* Improved collision check
* Implemented Progress HUD layer
* Solved bugs with Manta shadow
* Minor enhancements and bug fixes
For all buyers of previous versions: update links will be sent to your email in next few days! .
by iUridium • on 14. Mar, 2012 • in Articles
I’ve spent lot of time dealing with it and believe me; it is not trivial at all. Just wanted to share it with you hoping it may help you saving your time.
Standard installation procedure will do it successfully, but you will be missing Xcode.app in Application directory. So, you need to do the following:
• Mount the Xcode 3.2.6 dmg package
• Open Terminal
• Execute the following:
export COMMAND_LINE_INSTALL=1
open “/Volumes/Xcode and iOS SDK/Xcode and iOS SDK.mpkg”
The open command will launch the installer and allow you to install Xcode 3.2.6 on Lion with no package modifications.
That’s it! I hope this may help someone….
by iUridium • on 06. Jan, 2012 • in Articles
Here is my list of cocos2d open source games and programming resources for various purposes in cocos2d development. I hope it will help you to speed up learning and developing your games using this fantastic framework as it helped me making iUridium. I will keep updating this list so stay tuned..
(Last Update: 26.05.2012.)
Cocos2d itself: LINK
Kobold2d – Great wrapper around cocos2d providing some very nice out of the box solutions, made by Steffen Itterheim: LINK
(Last Update: 11.08.2013.)
List of open Source game projects on cocos2d-iphone.org: LINK
iLabyrinth game source: LINK
Tiny Wings Hills game source: LINK
Simple platform game using cocos2d and box2d with collision detection: LINK
Canabalt game source: LINK
Knight Fight isometric game source: LINK
PingPang multiplayer game source: LINK
Snake – open source game: LINK
TommyBros game (2 player platformer) source:LINK
Source code of iPad game Colorous: LINK
Strange Ocean game source – LINK
Felinity game source – LINK
Ghetto Bird (Angry Birds clone) source – LINK
Climbers game source – LINK
Tweejump game (DoodleJump like) source – LINK
Castle Hassle game source – LINK
Cloud Bomber game source – nice deformable terrain example project – LINK
Space Patrol game source – another nice deformable terrain example project using large map – LINK
Platform game Super Mario Bros tutorial including game source code – LINK
How to make game like Cut The Rope tutorial including game source code – LINK
How to make game like a Ragdoll with Chipmunk Physics & Cocos2d including game source code – LINK
How to make game like a Tower Defense including game source code – LINK
Sapus Tongue game source code – LINK
Heredox game source – LINK
iLabyrinth game source – LINK
Conway game of life simulation using cocos2d and TMX maps – LINK
iPokemon – a Pokemon/Pet Type Game Created using Cocos2D – LINK
How to Make a Game Like Jetpack Joyride tutorial including source code – LINK
Punchball, arcade boxing game with bluetooth multiplayer mode – LINK
How to Make a Game Like Reversi (classic board game) tutorial including source code – LINK
App Store published game “Be2 – Escape from Pingland” source code – LINK
How to Make a Game Like Tiny Wings tutorial including source code – LINK
Desert race – vertical scrolling car game source code – LINK
How to Make a Smashing monster game tutorial including source code – LINK
PacMan game source code LINK
(Last Update: 25.07.2013.)
Fantastic list of cocos2d extensions collected by Stepan Generalov: LINK
SneakyInput – cocos2d joystick implementation: LINK
ZJoystick – cocos2d joystick implementation: LINK
CCBlade – Fruit Ninja Blade effect implementation in cocos2d: LINK
CCAlertView extension: LINK
Scale9Grid – extension you may need for your pop-up dialogs: LINK
CCUIViewWrapper – wrapper for manipulating UIViews using cocos2D: LINK
CCMask extension: LINK
CCBumber (simple splash logo animation) and CCResouceAsyncLoader (easy class to asynchronous load your resources) extensions: LINK
Nice extension for resizing a large image before it get’s into the Texture cache: LINK
Two very nice extensions (CCProgressBar, CCSpriteHole): LINK
HKTMXTiledMap extension for large animated tile maps: LINK
Very nice iPad colour picker: LINK
Nice controls (NDControlGauge, NDControlButton, NDControlSlider): LINK
Very nice extension (CCControlExtension) providing Cocos2d Button, Slider and Color-picker: LINK
Nice particle system extension – ParticleSystemQuadMask:LINK
Very Nice cocos2d extension – Modal Alerts: LINK
Nice cocos2d particle extension for supporting both fade in and out – CCParticleSystemQuadExtended: LINK
Nice extension for creating transparent spritesheets (RGBA) from two JPG files: LINK
FacebookScorer: extension for posting your game scores to Facebook Wall – LINK
CCParallaxScrollNode: extension for repeating background/infinite parallax effect in cocos2d – LINK
iCloudIndicator: extension for showing if game can be resumed via iCloud – LINK
CCAsyncRemoteSprite: nice extension for loading Sprite image from the internet – LINK
CCLightFlash: nice extension for simulating light flash effect – LINK
PESprite – a CCSprite replacement for cocos2d that supports collision detection – LINK
CCPickerView – UIPickerView alternative for Cocos2D – LINK
CCTextField – nice cocos2d extension for replacing IUTextField – LINK
AWTextureFilter – cocos2d extension for applying a gaussian blur filter to your textures in cocos2D – LINK
NGNineGridSprite: A basic nine-grid sprite node for Cocos2D – LINK
CCSVG: A nice extension for loading, displaying and animating SVG images in Cocos2D – LINK
CCRotateAround: A nice extension for rotating sprite in circle – LINK
CCItemsScroller: A nice extension for horizontal and vertical scrolling in cocos2d – LINK
CCAutoType: A nice extension for RPG-like auto typing dialog – LINK
TSSpriteSheetManager: A nice extension for managing Sprite Sheets in your cocos2d game – LINK
Camera Layer: A complex camera movement simplifier – LINK
MenuLevel: nice extension for Angry Birds like menu level – LINK
CCNode-Screenshot: nice extension for making screenshots from within your cocos2d game – LINK
CCSlidingLayer: nice extension for sliding cocos2d layer – LINK
CCParticleSystem: extension of cocos2d particles – LINK
CCPanZoomController: extension for pinch, zoom in/out and pan-move layer – LINK
Collides2d: nice lightweight collision detection solution – LINK
CCLabelTable and CCLabelTableEditor: cocos2d table custom control – LINK
AScrollLayer – another interesting UIScrollView cocos2d alternative – LINK
CCVoHelper – extension adding VoiceOver (Accessibility) to cocos2d – LINK
CCButton – cocos2d extension of CCSprite adding touch handling – LINK
MenuLevel – Angry Bird Style menu – LINK
CCCaca – ASCII Art screen filter for Cocos2D – LINK
GPLoadingBar – loading bar example – LINK
BasicButton – nice and simple Button extension – LINK
PauseButton and PauseLayer – extension for pause/resume functionality in your cocos2d game – LINK
SSAnimation – several animation extensions – LINK
UIKitAimationPro – UIKit library allowing you to render tile maps and sprites like Cocos2D – LINK
(Last Update: 08.08.2013.)
Fantastic list of open source demo projects by @SuperSuRaccoon: LINK
Bubsy starting game project and procedural landscape solution: LINK
How to make underwater effect using cocos2d: LINK
Card3d – object with 3D chart appearance: LINK
How to preload game resources in loading scene: LINK
A* pathfinding algorithm: LINK
CocoParticle for helping creating Particles in cocos2d: LINK
Making a particle effect using a specific sequence of images such as a string of letters: LINK
Level selection scene source sample: LINK
Box2D driven cocos2d animation simulating 3D ball rolling: LINK
How to make glass breaking effect using cocos2d: LINK
How to make 2D soft shadows using pixel shaders: LINK
Nice code snippet for conversion of TMX polygon objects into box2d shapes for collision detection: LINK
Class for drawing a Verlet Rope using box2d: LINK
Very nice sample of creating flag effect for super hero cape: LINK
How to make deformable terrain effect:LINK
Awesome Progress Indicator HUD implementation:LINK
How to make water simulation for side-view games:LINK
Nice royalty-free music library by @MajesticMusic24: LINK
Nice example of flocking effect using cocos2d: LINK
Appirater – in-app rate/review reminder: LINK
Life saver if you are using GestureRecognizers with cocos2d: LINK
Coloring Flood Fill algorithm: LINK
Coloring Flood Fill cocos2d extension: CCSpriteFloodFill – LINK
Custom Slider sample (BBSlider) with tutorial – LINK
Nice solution for loading sound from memory into cocos2d’s SimpleAudioEngine – LINK
How to draw smooth lines using cocos2d – LINK
ABGameKitHelper – helper class for integrating cocos2d 2.0 with Apple’s GameKit API – LINK
ArtPig (Flash timeline style motion editor) Library for cocos2d – LINK
A tool that provides a fast way of reusing animations made in Flash CS in Cocos2D projects – LINK
Nice example of pre-loading game assets using plist file – LINK
Nice example of making local leaderboard using plists – LINK
A Magnifying Glass effect – LINK
How to pause and resume audio in cocos2d – LINK
ShareKit – open source, drop-in share features (Facebook, Twitter, Flickr, …) to add full sharing capabilities to your game – LINK
Nice solution for adding stroke effect around the letters – LINK
Very nice solution for making RPG-like text box in your game – LINK
Nice example of making fluid/goo effect using cocos2d – LINK
How to add night effect to your cocos2d game – LINK
Open source development framework for making e-book/diary games or apps – LINK
Awesome project showing how to build a depth map for your cocos2d game – LINK
How To Make A Game Like Fruit Ninja With Box2D and Cocos2D – LINK
Some useful tips and code snippets for pre-loading game assets with progress bar – LINK
Nice tutorial including source about how to make slide puzzle game – LINK
Open source project providing with iris style effect in cocos2d – LINK
Sample project showing you how to integrate BulletML (Bullet Markup Language; describing the barrage of bullets in shooting games) in cocos2d – LINK
Sample project serving as the starting point for a Train Game with free-form tracks – LINK
How to make simple fractal terrains in your cocos2d game – LINK
Great Buoyancy (water floating solution in Box2D) example for cocos2d – LINK
Nice custom cocos2d Action for rotating a sprite around an arbitrary point – LINK
Nice tutorial about integrating facebook with your cocos2d game including source code – LINK
Nice effects of animated lava, clouds, and water based on 3D perlin noise – LINK
CMMSimpleFramework – rich set of cocos2d 2.0 helper classes and utils: LINK
MBTileParser – a cocos2d-iphone compatible game engine written using pure UIKit: LINK
Nice tutorial with source code about Additive Coloring & Flash Style Tinting with cocos2d – LINK
Behavior Tree implementation in ObjectiveC – LINK
Great sample project of using pixel based destructible ground – LINK
Great tool which enables you to reuse your Flash CS animations in cocos2d – LINK
Nice sample project showing how to simulate Soft Body physics using box2d and cocos2d – LINK
Great tutorial about scrolling in cocos2d including sample project – LINK
Nice iPad maze generation game analysis with sample source code – LINK
Interesting open source project implementing waves simulation using shaders – LINK
Great open source project implementing cocos2d SPH (Smoothed-particle hydrodynamics) particle fluid dynamics solution with box2d interaction – LINK
Touch collision detection solution using PhysicsEditor – LINK
Nice pinch to reveal gesture (pinch to split a CCSprite in two sections) solution sample – LINK
Direct link to source package showing how to push cocos2d director modally on View Controller or Navigation Controller – LINK
PixelShatter – cool retro pixelated style explosion effect – LINK
iAd BannerViewController – LINK
Sample project showing Squash and Stretch Animation using cocos2d – LINK
HUMAStarPathfinder – A* pathfinding implementation for iOS and Mac – LINK
CargoManager – open source library that helps you implement IAPs for iOS apps in a simple and encapsulated way by using the by using the delegate pattern – LINK
by iUridium • on 16. Dec, 2011 • in Articles
I am happy to announce that version 1.2 of iUridium source is released and can be found on Source page. This update reflects app version update as is submitted to App Store.
Changes introduced in this version:
* New source package made using Xcode 4.2.1, cocos2d 1.0.1 and iOS SDK 5
* Solved Game Center integration bug
* Improved performances
* Smaller bug fixes
* Including internal app referrals to Novalja.com, new iUridium marketing partner
For all buyers of previous versions: updated version is available and update links have been sent to your email! .
by iUridium • on 14. Dec, 2011 • in Articles
iUridium v1.2 includes the following:
– Solved Game Center integration bug
– Improved performances
– Smaller bug fixes
– Including internal app referrals to Novalja.com, new iUridium marketing partner
Enjoy!
by iUridium • on 09. Dec, 2011 • in Articles
After updating my Provision Profile, I start getting Code Sign Error when building it on the device. It drove me crazy. I just have found how to solve it and want to share it with you. So, basically it relates to manually update your Project .xcodeproj bundle.
1. Close all your instances of Xcode.
2. Make sure to back up your .xcodeproj bundle and/or your entire Xcode project, or make sure your Xcode project has a proper version control setup.
3. You should open your .xcodeproj bundle: Open your project folder in Finder, then Control-click on your .xcodeproj file and choose Show Package Contents. You will see there are several files. We are interested in project.pbxproj file.
4. Open project.pbxproj in a text editor.
5. Once you open it with a text editor the lines you are looking for should start with ‘PROVISIONING_PROFILE =’ or ‘PROVISIONING_PROFILE[sdk=iphoneos*] =’. Delete all these lines.
That’s it! I hope this may help someone….
by iUridium • on 02. Dec, 2011 • in Articles
For new cocos2d users on Twitter, the toughest thing to figure out is who to follow. If may be helpful, here is my list of cocos2d and game developers on Twitter that rose to the top:
1. Ricardo Quesada
Key contributor to the open-source cocos2d for iPhone project
Twitter Handle: @cocos2d
2. Steffen Itterheim
Author of Learn iPhone and iPad Cocos2D Game Development (Apress). Currently working on Kobold2D, an improved Cocos2D.
Twitter Handle: @gaminghorror
3. Ray Wenderlich
Author of the most popular iOS/cocos2d tutorials
Twitter Handle: @rwenderlich
4. Rod Strougo
Author of cocos2d book.
Twitter Handle: @rodstrougo
5. Stepan Generalov
iTraceur game developer
Twitter Handle: @parkourDev
6. Martijn Thorig
Indie developer and owner of Small Gaming. Made Dropping and Terror and War.
Twitter Handle: @SmallGaming
7. Chris Wilson
Indie developer, creator of Super Turbo Action Pig
Twitter Handle: @abitofcode
8. Herman Jakobi
Founder of MinimaxGames
Twitter Handle: @hermanjakobi
9. Bogdan Vladu
Creator of LevelHelper and SpriteHelper, the popular tools for Cocos2d
Twitter Handle: @vladubogdan
10. Marco Neumann
Media composer, software developer, photographer, digital artist.
Twitter Handle: @marcotronic
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