Get Set Games Sponsors TOJam

Apr 22, 2010   //   by Derek van Vliet   //   Announcements  //  No Comments

We’re thrilled to announce that Get Set Games is going to be a sponsor of this year’s TOJam. For the uninitiated, TOJam is an annual game development jam that takes place in Toronto, Canada. Hundreds of game developers come from all over the place to tackle an ambitious goal: make a game in a weekend.

Get Set Games historians will tell you that we started this company after participating in numerous game dev jams together. We have participated in all 4 TOJams to date. And one of our developers, Rob Segal, is an organizer for TOJam. So it means a lot to us to be able to be able to sponsor this year’s event.

The event starts tomorrow, April 23 and runs until Sunday, April 25. Registration is completely full. We will be there all weekend working on a completely awesome new game for the iPhone/iPad. There are sure to be many good times.

Hope to see you there!

How to Animate Sprites in cocos2d

Apr 18, 2010   //   by Derek van Vliet   //   Development  //  41 Comments

One of the most frequently asked questions I see about cocos2d for iPhone is “how do you animate sprites?”. This was also one of the first questions we had when developing Addicus.

It’s actually quite simple to do using cocos2d’s CCSpriteSheet, CCSprite and CCAnimation classes. These classes take a texture atlas and switch between frames at regular intervals. In other words: animation!

Here is how to animate a sprite in cocos2d in 5 steps. You can also download the code for this blog post.

1. Create Your Animation Texture Atlas

First you need to combine all of the frames of your animation into a single graphic, called a texture atlas. You can do this by hand in an image editor like Photoshop, simply by copying and pasting all of the frames of your animation into a single file. Alternatively, there are atlas generating tools that will take a batch of image files and compile them into a texture atlas in just a couple of clicks.

I recommend using a Flash-based tool called Zwoptex because it is officially supported by cocos2d.

Once you’re done, you should have an image that contains all of the frames of your animation such as the one below:

Grossini Dance
Incidentally, this image is included in the cocos2d distribution.

2. Create a CCSpriteSheet

Once we have the texture atlas, it is time to get coding. The following code would go in the init method of a CCScene sub-class.

The first step in code is to create an instance of a CCSpriteSheet using your texture atlas and child it to a node in the scene. In this case we are childing it to the CCScene itself.

CCSpriteSheet *danceSheet = [CCSpriteSheet spriteSheetWithFile:@"grossini_dance_atlas.png"];
[self addChild:danceSheet];

3. Create a CCSprite Using Your CCSpriteSheet

Next we create a CCSprite that uses the texture of the CCSpriteSheet that we just created. We then child it to the CCSpriteSheet. The rect that we initialize the CCSprite with is the first frame of the animation.

CCSprite *danceSprite = [CCSprite spriteWithTexture:danceSheet.texture rect:CGRectMake(0, 0, 85, 121)];
[danceSheet addChild:danceSprite];

4. Create a CCAnimation

Next we need to create a CCAnimation instance and add all frames of the animation to it. In the case of this texture atlas, we know all of the frames are the same size and there are 14 of them, so we can use a nested loop to iterate through them all and break the loop when we finish adding frame #14.

CCAnimation *danceAnimation = [CCAnimation animationWithName:@"dance" delay:0.1f];
 
int frameCount = 0;
for (int y = 0; y < 3; y++) {
	for (int x = 0; x < 5; x++) {
		CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:danceSheet.texture rect:CGRectMake(x*85,y*121,85,121) offset:ccp(0,0)];
		[danceAnimation addFrame:frame];
 
		frameCount++;
 
		if (frameCount == 14)
			break;
	}
}

5. Run the CCAnimation on the CCSprite

Finally, we need to create a CCAnimate action instance which we can run on the CCSprite. Below, we also wrap the CCAnimate action in a CCRepeatForever action that does what you would expect: repeats the animation… forever.

The last line actually plays the animation on the sprite using the runAction message.

CCAnimate *danceAction = [CCAnimate actionWithAnimation:danceAnimation];
CCRepeatForever *repeat = [CCRepeatForever actionWithAction:danceAction];
[danceSprite runAction:repeat];

Putting it All Together

Here is what the above code looks like in a CCScene init method:

//
//  DanceScene.m
//  GrossiniDance
//
 
#import "DanceScene.h"
 
 
@implementation DanceScene
-(id)init {
	self = [super init];
 
	if (self) {
		// create the sprite sheet
		CCSpriteSheet *danceSheet = [CCSpriteSheet spriteSheetWithFile:@"grossini_dance_atlas.png"];
		[self addChild:danceSheet];
 
		// create the sprite
		CCSprite *danceSprite = [CCSprite spriteWithTexture:danceSheet.texture rect:CGRectMake(0, 0, 85, 121)];
		[danceSheet addChild:danceSprite];
 
		// position the sprite in the center of the screen
		CGSize s = [[CCDirector sharedDirector] winSize];
		danceSprite.position = ccp(s.width/2,s.height/2);
 
		// create the animation
		CCAnimation *danceAnimation = [CCAnimation animationWithName:@"dance" delay:0.1f];
 
		int frameCount = 0;
		for (int y = 0; y < 3; y++) {
			for (int x = 0; x < 5; x++) {
				CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:danceSheet.texture rect:CGRectMake(x*85,y*121,85,121) offset:ccp(0,0)];
				[danceAnimation addFrame:frame];
 
				frameCount++;
 
				if (frameCount == 14)
					break;
			}
		}
 
		// create the action
		CCAnimate *danceAction = [CCAnimate actionWithAnimation:danceAnimation];
		CCRepeatForever *repeat = [CCRepeatForever actionWithAction:danceAction];
 
		// run the action
		[danceSprite runAction:repeat];
	}
 
	return self;
}
@end

Addicus HD for iPad Updated – Now Includes OpenFeint Leaderboards, Achievements, Challenges

Apr 15, 2010   //   by Derek van Vliet   //   Announcements  //  No Comments

Addicus HDThanks to everyone for making Addicus HD a Top 25 Arcade game and a Top 25 Puzzle game on the iPad. Yet another update to the game just went live on the app store. Here’s what is new in this version:

  • You asked for it: OpenFeint support!
  • Worldwide Online leaderboards!
  • 70 unlockable achievements worth 1,000 gamerscore!
  • Challenge your friends to beat your score!
  • Twitter and Facebook integration!
  • minor bug fixes

Enjoy!

Poptweets for iPhone Updated to Version 1.0.2

Apr 12, 2010   //   by Derek van Vliet   //   Uncategorized  //  No Comments

PoptweetsAn update to Poptweets is now available on the app store. Here is what’s new:

  • When you run out of tweets to play, more are downloaded from the web – endless fun!
  • Minor bug fixes

Thanks to everyone for making Poptweets a Top 25 Trivia game on the app store!

App_Store_Badge_100x200

Addicus HD for iPad Updated to Version 1.0.1

Apr 9, 2010   //   by Derek van Vliet   //   Announcements  //  No Comments

Addicus HDAn update to Addicus HD just went live on the app store. Like so many other developers we had to develop Addicus HD without access to an actual iPad. Well we were among the throngs of people who picked one up last weekend and since then we’ve been doing a LOT of testing. Here’s what is new in this version:

  • Fixed a crash that happened if you tapped a sequence of mushrooms quickly
  • Added a “More” button to the main menu that lets you see our other games
  • Minor bug fixes

Expect more updates soon!

What Do People at Apple Play on the iPad? Addicus HD, That’s What

Apr 6, 2010   //   by Derek van Vliet   //   Announcements  //  No Comments

When Apple employees are gaming on the iPad, they’re playing our own Addicus HD according to the “What We’re Playing” section of iTunes. Thanks Apple and thanks to you to for making Addicus HD a Top 100 Arcade and Puzzle game on the iPad. Keep popping those shrooms!

Addicus HD - What We're Playing

Addicus HD and Poptweets HD Running on the iPad – a Pictorial

Apr 5, 2010   //   by Derek van Vliet   //   Development  //  No Comments

We had a terrific first weekend on the iPad store with both of our games ranking in the Top 100 in their categories. Thanks so much to everyone for playing!

We also managed to get our hands on an actual iPad, despite being a Canada-based shop. After getting to test Addicus HD on the iPad, we have already submitted an update to fix a couple of issues. Look for that and also an update to Poptweets HD coming soon.

Here are some photos of the games running in all their glory:


Addicus HD Running on the iPad - Title Screen

Addicus HD Running on the iPad - Game Screen

Poptweets HD Running on the iPad - Title Screen

Poptweets HD Running on the iPad - Game Screen

Addicus HD and Poptweets HD Now Available for iPad

Apr 3, 2010   //   by Derek van Vliet   //   Announcements  //  No Comments

By now you’re basking in the warm glow of your new iPad. It still has that fresh-Apple-product smell, doesn’t it? You must be wondering by now what kind of game experiences this magical new device has to offer. Well look no further, because Get Set Games is releasing not one, but two totally awesome games for the iPad today.

Addicus HD

Poptweets HD

Addicus HD is a super-addictive puzzle game about numbers. Tap on cute, jiggly mushrooms with numbers on them to add up to a goal number before the timer runs out. Score extra points by getting pairs, flushes, straights and tons of secret numbers. Add ‘em up quickly to unlock Overdrive mode and then watch as your score goes through the roof!

To celebrate the release of the iPad, we’re making Addicus HD available for the extra-low price of $3.99.

Poptweets HD

Poptweets HD

Speaking of addictive, Poptweets HD is a trivia game focused on celebrities with a twist: all of the questions are tweets from the Twitter accounts of the celebrities themselves. Poptweets HD shows you a tweet and it’s up to you to guess which celebrity said it. The constant stream of tweets from Twitter provides a trivia experience that is always fresh.

Poptweets HD also features deep integration with Twitter, so if you see a celeb you want to follow, you can do so from right within the game. If you see a tweet you like, you can retweet it or fav’ it from within the game.

Poptweets HD is available for Free.

Poptweets Featured as New and Noteworthy in the App Store

Apr 2, 2010   //   by Derek van Vliet   //   Announcements  //  No Comments

The Apple gods have smiled on Poptweets and placed it among the New and Noteworthy games on the app store:

Poptweets New and Noteworthy

Poptweets HD for iPad Will Also Be Available on Day 1

Mar 31, 2010   //   by Derek van Vliet   //   Announcements  //  No Comments

It’s getting dangerously close to April Fool’s day (aka annual-make-the-internet-awful day) so I’ll make this quick to avoid having it confused with the hoaxes: not only are we going to be launching Addicus HD this Saturday April 3 along with the iPad, we are also going to be launching Poptweets HD.

Poptweets HD takes full advantage of the iPad’s large screen to bring you the funniest, most iconic tweets of the celebrities to you in trivia form. We’ve painstakingly re-written all of the tens of thousands of tweets that are in Poptweets (and boy do our wrists hurt), and we’ve re-worked the graphics. The result is a game that is simply stunning on the iPad. And it will have the same great price: Free.

Here are some screenshots to give you a taste:

Poptweets HD Title Screen

Poptweets HD Game Screen

Poptweets HD Tweet Options

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