Technical Edits Complete :o)

Sorry for not posting for a while. I’ve been really busy trying to get the technical edits done on the book, which they now are :o)

I’d like to thanks all my tech editors for their great input.

I’m now waiting for the next set of edits to come in from my editor, so I’m working on completing the Particle Designer and also a few tiny little tweaks to SLQ before I submit it to the App Store.

The Particle Designer is coming along REALLY well. Tom Bradley has been working on it with me and between us we have been able to add what I think are a few cool features. One feature is the ability to share a particle emitter. When you have designed an emitter you would like to share, through the app you can submit it to our website, then, others can through the app see all the emitters that have been shared and use them or tweak them for themselves. I think you’ll like it :o)

I’m hoping to get the first version out ASAP so you can check it out soon.

I’m also planning to put SLQ up for approval. I had a suggestion from Simon, a reader of the blog, to create a video of SLQ being put up for approval. I think this is a great idea. I think people would like to see how its done and its also a big moment for SLQ :o)

So, watch this space for info about the Particle Designer and the tutorial.

Mike

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11 Comments

fredflinstone  on March 31st, 2010

It looks like everything is coming together well,

The video of submission is an excellent idea and a way to record a big moment so you can watch it back with nostalgia.

Also the particle designer sounds interesting and I cannot wait to play around with that, i’m sure many people will probably lose a lot of time just playing around with it, creating interesting stuff.

thanks and good luck

Tony  on April 1st, 2010

Hey, this all sounds great, Mike. I like that idea of the video about the submission. It kind of brings it all home and records that big moment.

Thanks for coming up with more ideas for me to waste time on – particle emitters from others! :o) Can’t wait.

Cheers

Simon  on April 1st, 2010

Hi Mike,

Congrats on the edits – real pleased you’re going ahead with the vid ;).

Joe  on April 2nd, 2010

Sorry for posting here, Mike…I wasn’t sure if you’ve addressed the iPad. I have a game that works great on the iPhone and on the iPad simulator, but Apple kicked it back twice stating that it crashes on launch on the actual iPad device. I symbolized the crash log and determined that it’s crashing on the getTextureWithName in ResourceManager.m as follows:

-[Image initImplementation] (in myGame) (Image.m:101)

start (in myGame) + 32

main (in myGame) (main.m:14)

-[myGame_HDAppDelegate applicationDidFinishLaunching:] (in myGame) (myGame_HDAppDelegate.m:28)

-[EAGLView initWithFrame:] (in myGame) (EAGLView.m:71)

-[myGameController init] (in myGame) (myGameController.m:59)

-[GameScene init] (in myGame) (GameScene.m:61)

-[Image initWithImage:] (in myGame) (Image.m:55)

-[Image initImplementation] (in myGame) (Image.m:101)

-[ResourceManager getTextureWithName:] (in myGame) (ResourceManager.m:48)

Very weird that it works in the simulator and on the iPhone…the only thing I changed is the size of the graphics and the coordinates!! I’d appreciate any thoughts!!!
Thank you!
Joe

Simon  on April 2nd, 2010

Hi Mike,

I’m trying to build a release version of the web based tutorials and it keeps crashing because it can’t find an Image file.

The app runs fine in debug on the simulator and also on the device. It even runs on release in the simulator.

I’ve tried Cleaning the project, removing the file and copying them back in to the project. All of which have proved useless. I’ve checked the file names :(

The Error is Terminating app due to uncaught exception ‘NSInvalidArgumentException’, reason: ‘*** -[NSCFDictionary setObject:forKey:]: attempt to insert nil value (key: map.png)’

Have you come across this – As you can imagine it’s stressing me out. Got all this way and I’m stuck at what feels like the last hurdle.

Hope you can help

Simon

Simon  on April 2nd, 2010

Okay so I fixed it. Now I don’t know why it was necessary to change the name of the files. But it was. So that’s what I did. Also with hind sight it might have been worth looking in the build folder as well as the project one to ensure I’d removed all traces of the files I’d removed from the project inside Xcode. Nevertheless apologies for double posting and a little ya for me – that one step closer to the app store.

I’ll drop you an e-mail when it’s done so you can check it.

Danny  on April 7th, 2010

Hi Mike,

Do you mind to make a tutorial about how to make a Dialog System for RGP Game for iPhone?

Thank you!
Danny

Ralph  on April 12th, 2010

Hey Mike,

I just finished your book. Nice job! You did a very good job of piecing everything out and keeping that OO approach which is something I find myself continually obsessed with. I’m really looking forward to giving SLQTSOR a play and getting my hands on the technical data.

It’s been a while since I re-visited your video tuts and code projects did you keep them up to date with the changes you made while writing book?

Cheers!

Craig  on April 19th, 2010

Hey Mike

any change you could put up a simple Xcode project just showing how to load a Texture Atlas (created by http://zwoptex.zwopple.com/) using the PList to animated the different frames?

Thanks

Todd  on April 27th, 2010

Mike

Do you know if the book will be available in PDF or ePub format when it is released?

Thanks

Anonymous  on June 14th, 2010

I can see in you book that you mention some engines for iPhone SDK. I have one for you thats not in your list.

http://www.blitzbasic.com/Comm.....opic=90019

Its called iMiniB3D

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