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cocos2d

I was probably four hours into coding Dungeonism before I discovered the 2D game engine cocos2d. It’s good that it didn’t take me longer because those four hours were essentially wasted. I was already...

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Combat systems and Dungeonism

If you’ve played my Dungeon Escape prototype, you may have encountered a skeleton. If you did, you may have attacked him. If you attacked him, you surely were witness to what I affectionately call my...

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Terrible design concepts

My functioning Dungeonism app still exists in the world of placeholder graphics, but I have been working to home in on the design direction I want to take once the gameplay’s ready to go. To that end,...

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Very special rooms

Here are a bunch of diagrams of special rooms that will go in the dungeons of Dungeonism. The blocks represent — in order of appearance top left-to-bottom right — walls, breakable blocks, bad guys,...

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Dungeonism’s Rogues

Lots is done with Dungeonism! In fact, I’m packaging it up for playtesting and preparing to do some more work on the graphics, as the gameplay is getting pretty close to done. A huge task for finishing...

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Dungeonism Screens

Here are a few screenshots from the current build of Dungeonism. I’m just now starting to refine the graphics, so future screenshots should show gradual improvement. Stay tuned!

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CCMenuAdvanced menus that scroll together

Working on the interface for buying and selling items in Dungeonism, I needed a menu that was arranged as a grid. There seem to be some choices out there for this, but I couldn’t get anything to drop...

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My SimpleButton Cocos2D class

Cocos2D for iPhone sadly does not have a class for a button that lets you customize it with different text, text color, and background color. After some research, I decided the easiest way to do this...

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Dungeonism Update, September 2012

It’s past time for an update on Dungeonism. It’s very far along. All summer and even still, I’ve been focused on presentation aspects, so the core gameplay has changed too much since May. On the other...

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Dungeonism Update, October 2012

It’s been a month-and-a-half since the last update, and Dungeonism has progressed by leaps and bounds. I’ve kept tightening the graphics, and I’m getting close to having the whole look nailed down with...

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