Tutorial 5 is now uploaded and ready to view and runs for around 37mins. This tutorial covers the Animation class which allows you to specify a series of sprites which are displayed on screen in order. This class allows you to add any number of frames to an animation and also specify how long each frame should appear, so, rather than having every frame only appear on screen for the same period of time, each frame can have its own display time.
The class also supports the ability to repeat animations and ping pong backwards and forwards.
This tutorial comes in at around 1:40 and covers both the creation of a new class called AngelCodeFont, but also changes to the Image and SpriteSheet classes. The changes to the Image and SpriteSheet classes was necessary so that I could make use of vertex arrays which significantly improves the performance on the iPhone. The AngelCodeFont class allows you to specify an image and control file which has been created using an AngelCode bitmap font tool and then render any string you like to the screen.
I have finally been able to upload the second tutorial on writing a game on the iPhone using OpenGL.
This Tutorial has turned out to be longer than I thought and comes in at around 1.5 hours. It covers the creation of an Image class which wraps around the Texture2D class and functions which I think would be useful in a game such as scaling, rotation and applying a colour filter and alpha etc. This image class will form the basis for the next tutorials where we will create a class for handling sprite maps, animation and bitmap fonts.