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.


Hi Jordan, can you detail the process a bit more? A potential candidate would have to provide you with the source code or do you work off of the binary? Thanks!
Personally I would go for Cocos2d-x (c++ port of Cocos2d) when writing apps for both platforms. However, wrappers for in-app purchases seem very interesting to have.
It’s nice to see developers from Saskatoon making epic products, I’m from the city of bridges as well. This sounds like an awesome tool, if only I had something done to try it out.
My twin and I have been working on a game for the past year or so using cocos2D and we’re getting close to releasing it. I would love to get it ported over when it’s ready. What needs to be done to make that happen?
Apportable (http://apportable.com) does just that.
CodePorting is working on such tools.