Cocoa Game Programming Workshop

Posts: 75
Joined: 2009.01
Post: #1
By David Hill.
Does anyone know where I can buy this pdf?
Their site is now "shut down" and I can't find this book!
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Posts: 1,139
Joined: 2002.04
Post: #2

They are shutting down, but perhaps you can bug them for a copy?
Maybe ask them to release it to the community if Apress doesn't pick it up?

Carlos A. Camacho,
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Posts: 75
Joined: 2009.01
Post: #3
Wish I could "bug" them but I have no way to reach them. =/
I just thought this book would help me tremendously in making my first tile based game.
I've checked a few sites with tutorials on tile based game programming but it's too much for me to try and translate it to Obj-C and Xcode.
Most of them are for flash too like AS 3.0
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Posts: 749
Joined: 2003.01
Post: #4
Tile based games don't have anything super-special about'em.

Mostly you need a file to store maps in.

For starters you could use a text file to store maps, like


w is water t are trees, b is bridge etc
(use a fixed width font for better alignment)

Then you need a parser to load back the data from the files.

I agree cocoa and objective c are tough for starters, I suggest using SDL with c or c++ (or blitzmax) if you're starting out.

©h€ck øut µy stuƒƒ åt
New game in development Rubber Ninjas - Mac Games Downloads
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Posts: 75
Joined: 2009.01
Post: #5
I've read around and I got the part where you store the maps in a text file.
I just don't know how to load the file and replace the numbers with actual images so the reason for wanting that book.

One quick question:
If I had a tile based game with 1s and 0s (0 = walkable, 1 = wall/non walkable) would I need collision detection?
As far as I can tell, you wouldn't. You can make it so that the player can only move in the walkable tiles.
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⌘-R in Chief
Posts: 1,277
Joined: 2002.05
Post: #6
"Collision detection" doesn't mean any one specific thing. If you move/jump/teleport/whatever you want to call it, from the center of one tile to the next (instead of smoothly walking between the two), detecting that there is a wall that you can't walk into is a form of collision detection. A super simple one, but it's still the same concept.
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