cocos2d v2.0-rc1 released

Hi,

I am happy to announce that cocos2d v2.0-rc1 is available for download:

Highlights since v2.0-rc0:

  • Forward-ported many bug fixes from v1.1
  • Added new CCCardinalSpline and CCCatmullRom actions
  • Improved FileUtils
  • Added support for rotated tiles in TMX maps
  • And many bug fixes in Labels, Textures, threading and more

Full ChangelogCHANGELOG

Migration guidemigrate_to_v2.0

What’s next:

  • More bug fixes
  • Gesture Recognizer

I would appreciate if you could test this version with your game and report any possible issue that you might find.
Thanks!

Updated cocos3d – a 3D extension for cocos2d

cocos3d 'hello, world' example

A screenshot from the cocos3d Application template, showing a 3D take on the traditional 'hello, world' app.

Update [2012-04-23]:

I’m pleased to announce that cocos3d 0.7.1 has been released.

This release adds explicit support for Gesture Recognizers, and includes fixes and enhancements to the recent significant cocos3d 0.7.0 release.

Features added in this 0.7.1 release include:

  • Added explicit support for Gesture Recognizers, including mapping gestures to 3D transforms and coordinates.
  • Invisible nodes can now cast shadows, allowing invisible lower-polygon models to be used to create shadows of visible high-polygon models.
  • Added backward compatibility with legacy LLVM GCC 4.2 compiler.

Features added in the recent significant cocos3d 0.7.0 release include:

  • Automatic shadowing using shadow volumes.
  • Enhancements to texture management:
    • Alignment of textures with meshes, for both NPOT and iOS-inverted textures is now completely automatic.
    • Texture mipmaps generation is automatic.
  • Ray-casting:
    • Collect nodes intersected by a ray in order of distance from the start of the ray.
    • Locate the local intersection of a ray with a node.
  • Simple collision detection between nodes.
  • Any node can now be targetted towards a direction, location, or other node.
  • New CCActions include MoveForwardBy, MoveUpBy, RotateByAngleAroundAxis
  • Bounding volumes of nodes can now be made visible during development.
  • Parametric mesh creation is now simplified, and parametric sphere and disk meshes now available.
  • Individual mesh faces can be retrieved by index.
  • Support for decals.
  • Support for stencil buffers.
  • Support for automatic renormalizing of rotation matrices.
  • Support for general notification callbacks on node transformations.
  • CC3World renamed to CC3Scene, to clarify the purpose of that class.
  • CC3Scene callbacks available during opening and closing of a scene.

Find out what’s new here.

cocos3d is a significant extension to cocos2d that adds a full 3D modelling space, including 3D mesh models, perspective projection cameras, materials, and lighting. With cocos3d, you can populate your world with 3D models exported from 3D editors such as Blender, 3ds Max or Cheetah3D, combined with models you create dynamically in your Objective-C code.

Integration with cocos2d is seamless. Rendering of all 3D model objects occurs within a special cocos2d layer, which fits seamlessly into the cocos2d node hierarchy, allowing 2D nodes such as controls, labels, and health bars to be drawn under, over, or beside 3D model objects. With this design, 2D objects, 3D objects, and sound can interact with each other to create a rich, synchronized audio-visual experience.

Like cocos2d, cocos3d is written entirely in Objective-C, and many of your favourite cocos2d paradigms, such as CCActions, are available for 3D objects. And like cocos2d, it is distributed for free under an MIT license.

Continue reading ‘Updated cocos3d – a 3D extension for cocos2d’

cocos2d: past, present and future

Last weekend the cocos2d-x developers conference was held in Beijing, China.

I was invited to the conference and I gave a talk about  cocos2d: past, present and future.

Cocos2d: past, present and future

The conference was great. The talks were about cocos2d, cocos2d-x, coco2d-html5, cocos2d-xna and more. There were about 1.000 attendees.

Here are the photos that I took: cocos2d-x devcon photos

 

Many thanks to the organizers:

CocosBuilder 1.1 beta release – Now open source

CocosBuilder is a tool for graphically laying out sprites, layers and scenes for cocos2d. It’s ideal for quickly and accurately laying out menus and other parts of the interface, but can also be used to create particle systems or as a tileless editor to create game levels.

I am very happy to announce that CocosBuilder is now open source, and released under MIT license. Also, a new beta version has been released with some really cool features. CocosBuilder now support a new extremely compact binary format that will load a lot quicker, CCLabelTTF and sub directories.

To help make CocosBuilder even more awesome, please share your feedback and ideas for improvements. If you want to help out with the code, don’t hesitate to contact me.

Download the program or the source from the CocosBuilder website: http://cocosbuilder.com/?p=104

cocos2d v2.0-rc0 released

Hi,

I am happy to announce that cocos2d v2.0-rc0 is available for download:

Highlights since v2.0-beta2:

  • Improved sprite animation format
  • Easier to migrate to v2.0: Added deprecated classes/methods, base shaders are inline
  • Added “number of batches” on director’s stats
  • Improved Menu/Menu item API
  • Improved RenderTexture
  • iPad Retina Display support
  • Many many bug fixes

Full ChangelogCHANGELOG

Migration guidemigrate_to_v2.0

What’s next:

  • More bug fixes
  • More bug fixes
  • More bug fixes
  • Opportunistic low-risk features

I would appreciate if you could test this version with your game and report any possible issue that you might find.
Thanks!

Cocos2d 1.1 beta2 released

Hi,

I am happy to announce that cocos2d v1.1 beta2 is available for download:
http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-1.1-beta2b.tar.gz

Highlights

  • iPad 3 compatible, new ‘ipadhd’ suffix for loading retina iPad assets
  • Animation, new animation format that supports variable delay per frame and callbacks per frame
  • Particles: Animated particle system with support of new animation system
  • Touch dispatcher: new implementation which fixes various bugs, a lot of new functionality and performance improvements
  • Many bugfixes

Full Changelog: CHANGELOG

Release Notes: release_notes:1_1_0 (includes example usage of new functionality)

I would appreciate if you can test this beta release in your games and report any possible bug that you might find. Thank you.

Recently released cocos2d games #2

Kingdom Rush

One of the best Tower Defense games ever. I played this game when it was first released for Flash, and I couldn’t stop playing until I finished it. The iPad version is as excellent as the Flash version.

 

League of Evil 2

The sequel of one of my all-time favorites games. When played on iCade it gets even better!

 

Sketchshare

Great application to share ideas with remote people. Not only this is a super polished application, but also they released as open source their custom color picker, and they made their sales figures public.

Art done with Sketchshare:

Hello Windows Phone 7!

I’m proud to announce that, cocos2d family spreads to the last important platform: Windows Phone 7. This branch is named: Cocos2d-x for XNA.

Beta release download: http://cocos2d-x.googlecode.com/files/cocos2d-x-for-xna-0.1.0.zip
Github repository: http://github.com/cocos2d/cocos2d-x-for-xna/
Inheriting the open source spirit from cocos2d-iphone, this branch is also open & free under MIT License.

Many developers hope that WP7 can support C++ and GCC, but the bitter reality is that Windows Phone 7 has not open native language layer and no OpenGL ES support. We have no choice except porting the whole cocos2d framework into C# language, base on Microsoft’s XNA framework. In this way, we can migrate cocos2d games onto WP7 only by programming languages translation, without any knowledge of the difference between OpenGL ES and XNA required.

Most features of cocos2d have been implemented. As the video shows:

But features below are semi-finished or TBD in the next version:

  • Transition
  • Grid
  • Dispatcher of hardware keys messages
  • Accelerometer

Cocos2d-x core team and OpenXLive.com achieve the alpha release together. Cocos2d-x for XNA branch will keep update and sync the translation with cocos2d-iphone & cocos2d-x monthly. Any feedbacks, suggestions, bug reports would be appreciated, please post them into http://cocos2d-x.org/projects/cocos2d-x/boards/17 We’ll create bug tracking from posts. If you release games based on this branch, please let me know.

Wish everyone here can make a good profit from Windows Phone 7 :)

Recently released cocos2d games

There are many cocos2d games released each month. These are some of the recently released games that called my attention.

Sir Benfro’s Brilliant Balloon

A fantastical game.

Curio

A psychedelic  game.

Monster Wars

A great sequel of Legendary Wars

 

See more cocos2d games announcements on the cocos2d games forum

Get your iOS cocos2d game ported to Android

Rewriting source code is not fun.  We ended up doing a lot of that when we ported our first game, Super Stickman Golf to android.  It turned out great, and you can see the results on the android market here, but we definitely did not want to do another rewrite ever again.

So we started working on technology to bring cocos2d games to the android platform.  We recently used this technology to port our latest game ‘Lunar Racer’. I’ve just uploaded a video of a beta build running on the android platform here:

Aside from making some improvements in cocos2d, we’ve developed some useful libraries for the android platform over the last year. We’ve built native libraries that wrap in-app transaction support, UIAlertView pop-ups (the android version), hardware button support (the android ‘back’ button), multi-resolution support (alignment, scaling, and different graphic sets), ads, as well as others. All of these things were pretty much necessary to make the android experience of our games equal to their iOS counterparts.

We’re now looking for more quality cocos2d iphone titles to port and publish on the android platform. We already have a few great iOS games lined up and are looking for more to battle test our libraries. We also have a few big name partners lined up for new game launches as well as promotional agreements and press in place. We’re also open to a variety of arrangements.

The android platform is tricky. Lots of gotchas with everything from development, to distribution, to marketing. If you’d like to get your games ported to android without any hassle, and would like to benefit from our development, marketing, and promotional expertise fire us an email at: jordan [AT] noodlecake.com.

Also, to follow the development of the core technology see this forum thread.

 

About the author: Jordan Schidlowsky is the founder of Noodlecake Studios and Noodlecake Games.  Noodlecake Games is a Saskatoon based company which is helping iOS developers port and publish their games on Android.




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