riq
|
|
« on: November 10, 2008, 03:53:05 PM » |
|
Hi! I made an open source game library for iPhone called cocos2d. http://code.google.com/p/cocos2d-iphone/. It has these features: - Scene management (workflow)
- Transitions between scenes
- Sprites
- Actions
- Basic menus and buttons
- Integrated Chipmunk 2d physics engine
- Particle system
- Text rendering support
- Texture Atlas support
- Tile Map support
- Touch/Accelerometer support
- Portrait and Landscape mode
- Integrated Pause/Resume
- Supports PowerVR Texture Compression (PVRTC) format
- Language: objective-c
- Open Source: Compatible with open and closed source projects
- OpenGL ES 1.1 based
I hope you find it useful. cheers,
|
|
|
Logged
|
cocos2d
|
|
|
Skofo
|
|
« Reply #1 on: November 14, 2008, 05:23:50 AM » |
|
Huh. Well it does look useful. I don't have an iPhone, though. But it looks like you put a lot of work into this so good luck with this!
|
|
|
Logged
|
If you wish to make a video game from scratch, you must first invent the universe.
|
|
|
eeenmachine
|
|
« Reply #2 on: November 14, 2008, 12:45:08 PM » |
|
Wow, that is really impressive and looks like lots of games are utilizing it, awesome job man!
|
|
|
Logged
|
|
|
|
Ryan
Level 1
|
|
« Reply #3 on: November 15, 2008, 11:22:29 PM » |
|
Looking good, riq! I recently bought an iPod touch to start experimenting with the SDK. I've been so busy with school, there has been no time for personal programming (or anything else fun, really). I have a thanksgiving break in a week or so; your code is really going to be useful to me in getting a nice core made for my projects. I just wanted to thank you for making it open source! I took a quick glance before I get back to work, it's quite nice. Making me excited to finally get my hands dirty with obj-c. Thanks again!
|
|
|
Logged
|
|
|
|
Alex May
...is probably drunk right now.
Level 10
hen hao wan
|
|
« Reply #4 on: November 17, 2008, 03:41:52 AM » |
|
This is most interesting, thanks!
|
|
|
Logged
|
|
|
|
Daniel Benmergui
|
|
« Reply #5 on: November 17, 2008, 03:23:32 PM » |
|
Just so you know, Riq is a fellow Argentinian game developer, and he is a kickass one at that.
I'm glad you joined TIGSource, riq!
|
|
|
Logged
|
|
|
|
riq
|
|
« Reply #6 on: November 20, 2008, 03:13:15 AM » |
|
Just so you know, Riq is a fellow Argentinian game developer, and he is a kickass one at that.
I'm glad you joined TIGSource, riq!
:-) Thanks Dani!
|
|
|
Logged
|
cocos2d
|
|
|
Kovan
Level 0
|
|
« Reply #7 on: November 27, 2008, 04:00:34 PM » |
|
Hi riq,
I was experimenting with your library today and I have an interesting scenario. I have a series of specially interlaced images that are to be used as a background for whatever level. I preload them and flip the visibility on/off depending on what point in the animation they are supposed to be at (I can't simply scroll the background or the effect I'm after won't work) and it was quite slow (which I'm not entirely surprised by).
Admittedly I'm not very familiar with your library as I only looked at it for maybe an hour or so, but what would you say would be the best way of accomplishing this is?
edit: I think the issue seems to be the amount of video ram I'm using, so I guess you can ignore this.
|
|
« Last Edit: November 28, 2008, 11:32:02 AM by Kovan »
|
Logged
|
|
|
|
riq
|
|
« Reply #8 on: December 01, 2008, 05:49:54 AM » |
|
Hey Kovan, To reduce texture memory you can load PVRTC images (compressed images). To scroll any image (or cocos2d node) you can move it using an action like MoveBy or you can move it manually, eg: image.position = cpv(x,y); // manual movement
[image do: [MoveBy actionWithDuration:1.0 position:cpv(x,y)]]; // movement with actions
|
|
|
Logged
|
cocos2d
|
|
|
|
riq
|
|
« Reply #10 on: February 02, 2010, 11:00:12 AM » |
|
Hi, A new version of cocos2d for iPhone was released: v0.99.0-rc. A lot of new features were added since the last time I announced it in this forum. Basically the new feature are: - iPad support - Sprites are easier to use (they can be batched or not depending on your needs) - Improved text rendering - Improved touch handling - Improved integration with physics engines (both Chipmunk and Box2d) - Improved tile map support (supports map generated by mapeditor.org: hexagonal, isometric and orthogonal) - Added sound support - Uses the CC "namespace" (prefix for all classes) This is the new homepage of the engine: http://www.cocos2d-iphone.org/
|
|
|
Logged
|
cocos2d
|
|
|
Richard Kain
|
|
« Reply #11 on: February 03, 2010, 08:07:34 AM » |
|
Excellent, it is good to know that you are keeping up development on Cocos2D. I was using Cocos2D to develop an iPhone-optimized book. But then I found out that there were already numerous e-book readers available for free on the App Store.
Cocos2D is pretty good for iPhone work. I got the text rendering working, and was even transitioning between pages. (as well as rendering pages using a combination of loaded background textures and text layers)
I was going back to learn some of the basics of iPhone programming. I'll probably check out Cocos2D again once I've got some fundamentals under my belt.
|
|
|
Logged
|
|
|
|
riq
|
|
« Reply #12 on: February 04, 2010, 11:02:07 AM » |
|
Cocos2D is pretty good for iPhone work. I got the text rendering working, and was even transitioning between pages. (as well as rendering pages using a combination of loaded background textures and text layers)
Thank you Richard. Since v0.8.2, cocos2d includes a "CCPageTurnTransition" that does more or less that: It creates a transition simulating a page turning. You might find it useful in case you want to continue with your book reader.
|
|
|
Logged
|
cocos2d
|
|
|
FrostedSentry
|
|
« Reply #13 on: February 06, 2010, 03:32:14 PM » |
|
Great job with this project Riq. I just started using it for my next project and things are going well so far. Right now I'm trying to get Cocos2D and Box2D playing together nicely with what I want.
|
|
|
Logged
|
|
|
|
|