Tutorials Appearing in iCreate Magazine
I had some great news last week. I was contacted by iCreate magazine asking if they could include my tutorials from the blog on the cover disk of their magazine. John and I have no problems with that as you can imagine and the first set of tutorials should be included on the cover disk of issue 81 which will go on sale on May 6th.
This is great news for the blog as this could introduce 71Squared to many more new readers.
With the launch of the iPad, SLQ being sent up for approval this weekend, the book being very close to completion and the Particle Designer app being close to beta release, I should start to get some time to create more new tutorials. I’m going to go back over suggestions that have been made for tutorials people would like to see, but if you have any ideas then comment and I’ll add them to the list.
I will be looking to do some tutorials using the iPad and also start to look at OpenGL ES 2.0 as well. I’m also planning on creating an implementation of the A* path finding algorithm that can be plugged into peoples games as it can be very handy to have.
So, keep an eye out for 71Squared in the iCreate magazine and let me have your thoughts on tutorials you would like to see.
Mike
8 Comments
RoberRM on April 7th, 2010
Oh! The path finding algorithm implementation would be an awesome tutorial to see! :) I’m looking forward to it already. :D
And congratulations on your success. ;)
fredflinstone on April 7th, 2010
@Simon
I think it is a UK publication but it is available in several countries including the US
As for tutorials, I would suggest a tutorial on a simple platform game, though a tutorial on Chipmunk or Box2d or any physics would be useful for more people
good luck
Nick on April 7th, 2010
There are three tutorials I would really like to see Mike, two are extensions of things you’ve touched on in the book. The third concerns something you haven’t dealt with at all.
The first is a more detailed explanation of the calculations involved in the code for finding a particles position. The updateWithDelta method, if(currentParticle->timeToLive > 0) code block.
if (maxRadius > 0) — I could use some help with the trig involved, it’s a subject I’m very rusty on.
The second is the subject of collisions at pixel level. I know it wasn’t needed for SLQ, but it’s a subject that interests me greatly. I’d like to know more about the API’s involved. How do you get down to pixel level in OGL?
The third thing is dealing with intersecting shapes, lines etc.On reflection I suppose it is a continuation of the collision theory stuff.
Tony on April 7th, 2010
Congratulations, Mike! Things are really coming together. I’ll be on the lookout for the magazine. I’m not sure I can get it in Montreal, but I’ll check when I go down to the US in early June.
You’re a workaholic! And loving it, I’m sure.
A tutorial on path finding algos would be great. I’ve racked my head trying to get one going. Finally did, but it’s shaky, at best. I had to move on to an iPad app for a client – bills needed to be paid. iPad dev is just as exciting, if not more. :o)
Cheers
pbb76 on April 7th, 2010
Nice one! I stumbled across your site whilst starting to learn App Dev – and its really superb.
I cannot wait for your book too, will it be available in the UK to buy?
mike on April 8th, 2010
Thanks pbb76 and yes, the book should be available in all good book stores ;o)
Mike
Sakura on April 8th, 2010
Hey mike.
Many thanks for the excelent tutorials serie.
I’ve got one question that I cannot find in your tutorial… it would be great if you could help.
how can I restrict the game loop to a particular fps value without changing the NSTimer value?
(30FPS while NSTimer looping value still 1.0/60)
Regards.




Simon on April 7th, 2010
Hi Mike,
congratulations. Things are really moving now :)
If I see a copy of the mag I’ll be sure to pick up a copy.
IS it a UK or American publication?
All the best
Simon