Category Archives: iOS Development

The Right Lite

For this week’s iDevBlogADay post, I’m going to share the thought process I went through when creating a “lite” version of Trainyard. What is a lite game? A lite game is a feature-limited and/or content-limited version of a paid game. … Continue reading

Posted in App Store, iDevBlogADay, iOS Development, Trainyard | 15 Comments

Going 8-bit

In last week’s iDevBlogADay post I talked about how I was considering making my next game in the “doodle” style, but I eventually decided otherwise. This week, I’ll talk about the style I’m going with instead: 8-bit. What is 8-bit? … Continue reading

Posted in Game Design, iDevBlogADay, iOS Development, The Future Game | 9 Comments

Sharing Solutions

For this week’s iDevBlogADay post, I’m going to explain how I implemented sharing of user solutions in Trainyard, my iPhone game. If you don’t know what Trainyard is or how it works, you can check out the trailer here. This isn’t really meant to be a tutorial, but rather just an overview of my approach to sharing solutions. Continue reading

Posted in iDevBlogADay, iOS Development, Trainyard | 2 Comments

High-res graphics in Cocos2D

This is the second of two posts about supporting high-res graphics in iOS games. The first post was a general overview called Retinafy Your Game, and this post is a more specific look at how I implemented high-res graphics in … Continue reading

Posted in Cocos2D, iDevBlogADay, iOS Development | 29 Comments

Retinafy Your Game

This is the first of two posts on supporting high-res graphics in iOS games. This post will take a general approach to the subject, and the second post goes into into the specifics of implementing high-res graphics in Cocos2D. Why … Continue reading

Posted in iDevBlogADay, iOS Development | 1 Comment