Search Results for "forum topic my first game level wont load" (14 / 103)

Reply To: Keeping level from running http://wizardfu.com/?p=2780

...First of all, simplify by only using one label. Maybe by reading it from a plist it is double escaping the ‘\’ character? Try just setting it in your code: NSString* lineOne = @”Something\nsomething”;...

Reply To: Keeping level from running http://wizardfu.com/?p=2781

...It works when I hard code it. That defeats my purpose of doing a plist though. Didn’t want to fill my code with all the signs information but may have to. That was why I was doing multiple labels to get more information on a sign since \n did not work in plist.......

Reply To: Keeping level from running http://wizardfu.com/?p=2784

Got something working from plist the long way. I read all four lines from plist and then I concatenate them together using NSString* fullText = [NSString stringWithFormat:@"%@ %@ \n %@ %@",lineOne,lineTwo,lineThree,lineFour]; but for some reason it is left aligning it all even though the label...

Reply To: How should we properly manage Animations ? http://wizardfu.com/?p=2722

Nat , do we need to do autorelease this actions and animation ? Or they get autorelease after the instance gets over ? And my question was more generic I wanted to know is it better to load the frame animation of the gameplay in cocos2dx at the runtime or we should load it before the loa...

Reply To: How should we properly manage Animations ? http://wizardfu.com/?p=2726

In regards to your question about animations. Check out how they work in the Paralaxer project. All the animations are referenced in profile.plist files and they are all loaded and ready to use in the game for you. For the player, it loads "Player profile.plist" in LevelObject::loadProfile() and ...

iOS 7 + Cocos2d 2.1 Update http://wizardfu.com/blog/ios-7-cocos2d-21-update/

Good news! Both the iOS Game Creation for Beginners and the Action RPG Engine game starter kits have been updated for iOS 7. In addition, the included version of Cocos2d-iPhone has been updated to the 2.1 stable release. Downloading the Updates If you're an existing customer, it's easy ...

Making Cross-Platform iPhone & Android Games – Don’t Get Left Behind! http://wizardfu.com/blog/making-cross-platform-iphone-android-games/

Wouldn't it be cool if you could write a Cocos2D game with one codebase and deploy it to multiple devices, say iPhone and Android? Well, thanks to Cocos2D-X, this is now possible. You can write cross-platform, portable games with the same API as Cocos2d iPhone. For quite some time I've held of...

iPhone Game Kit 3.3.13 Dev Release. Dpad on/off, Character screen upgrade, fixes http://wizardfu.com/?p=358

Hey everybody! :) Today marks the end of Phase 2, so get your levels, code, and other stuff in as soon as you can. The next two weeks (until March 16th) is the polishing phase. We should theoretically be done with all Phase 1 and 2 stuff and be honing, polishing, and improving the overall gameplay....

The Cocos2D Family of Game Engines, Their Platforms & Languages http://wizardfu.com/blog/the-cocos2d-family-of-game-engines-their-platforms-languages/

Are you new to making games? If so, you might be feeling a little overwhelmed with the vast amount of choices available when it comes to platforms. This blog post is an attempt to clear the waters regarding the Cocos2d family of game engines, their operating systems and languages. An individual e...

Four Interesting Things We Are Working To Improve The iPhone Game Kit http://wizardfu.com/blog/four-interesting-things-we-are-working-to-improve-the-iphone-game-kit/

We've been busy. Here are four things we're working on to improve the iPhone Game Kit: Thing #1 Our next blog post will be along the lines of seeing how fast the Quexlor iPhone game source code can be converted into a different type of game. We're still kicking around ideas for the genre, so if...

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