Parallax

Parallax scrolling is the protagonist in a new episode of the Core Animation Games series. I know, you are not that interested into Core Animation… what about some general performance tips then? And did I say I also got flying cupcakes already?

Designing-Casey-3

Are you ready for a ridiculous amount of screenshots and details about the boring task of porting an iPad game to the iPhone? Well, keep reading then!

google-groups-logo-260x260

Last blog post got quite a few comments, all related to the future of iDevBlogADay and the quality, or lack thereof, of my taste for telefilms. Since I was way more interested in hearing about this second subject, serve this as the last you will ever heard of iDevBlogADay in this blog.

Recap

Posted on July 18, 2011

Arale

Hey, it’s July already! Does time fly or what? I guess is time for a status update and see if I pick up blogging again (didn’t I create something to help with this? So much for that, is not going to be my turn in ages!). In any case what better way to talk about [...]

Do you ever wonder what the “excerpt” textfield in your blog is for? Is just so iDevBlogADay readers get a nice summary of your post without ellipses all over the place! You should try it!

iDevBlogADay has outgrown its very humble beginnings. How can we keep it going? Here are some solutions to our current problems.

All you need to know about why NOT to use Core Animation scrolling and tiling classes for games.

Continuing with the articles about Casey’s Contraptions UI, we go on a slight detour on how I illustrate in-game assets.

Only I can do post-mortems before the game is finished. So let’s talk about the problems we run into while designing the style and the interface for Casey’s Contraptions.

Following our exploration of Core Animation and its use in games, we dive into some peculiarities of a layer’s coordinate system and the Media Timing Protocol.