Tiled Archive

  • 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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  • First off, I’m not a great artist, but I’ve been drawing, sketching, and painting using traditional and digital tools for a long time. One of the limitations of making a game solo is that the game design had to be created within the constraints of my art abilities. This article […]

    Making of Trisector: Art

    First off, I’m not a great artist, but I’ve been drawing, sketching, and painting using traditional and digital tools for a long time. One of the limitations of making a game solo is that the game design had to be created within the constraints of my art abilities. This article […]

    Continue Reading...