Latest Posts
  • Trisector uses tile maps for the Base terrain layer and the Collision terrain layer. The tiles for each layer are managed using a CCSpriteBatchNode which includes the tiles being displayed in the current viewport. This article will discuss two methods of tile culling for a CCSpriteBatchNode, where the first is […]

    Improved Tile Culling for a CCSpriteBatchNode

    Trisector uses tile maps for the Base terrain layer and the Collision terrain layer. The tiles for each layer are managed using a CCSpriteBatchNode which includes the tiles being displayed in the current viewport. This article will discuss two methods of tile culling for a CCSpriteBatchNode, where the first is […]

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  • Trisector uses a custom side scrolling parallax shoot-em-up engine. This article will discuss the making of Trisector’s engine and some of it’s inner workings (aka how I reinvented the side-scrolling shoot-em-up wheel).

    Making of Trisector: Engine

    Trisector uses a custom side scrolling parallax shoot-em-up engine. This article will discuss the making of Trisector’s engine and some of it’s inner workings (aka how I reinvented the side-scrolling shoot-em-up wheel).

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  • Trisector uses tile maps for the levels, and each level’s tile map includes a Background, a Base layer, a Collision layer, and an Object layer. This article will talk about the design, creation and structure of the levels and the tile maps.

    Making of Trisector: Maps

    Trisector uses tile maps for the levels, and each level’s tile map includes a Background, a Base layer, a Collision layer, and an Object layer. This article will talk about the design, creation and structure of the levels and the tile maps.

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  • The sound effects of Trisector were designed to be minimalistic and 8-bit sounding. This article will describe the process that went into creating each sound used in Trisector.

    Making of Trisector: Sound Effects

    The sound effects of Trisector were designed to be minimalistic and 8-bit sounding. This article will describe the process that went into creating each sound used in Trisector.

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  • Collision detection is the core of any action game, and this article will describe how Trisector handles the mess of bullets, lasers, enemies, terrain, and the player ship colliding with each other.

    Making of Trisector: Collision Detection

    Collision detection is the core of any action game, and this article will describe how Trisector handles the mess of bullets, lasers, enemies, terrain, and the player ship colliding with each other.

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