I would like to clarify that cocos2d for iPhone, as well as all the libraries that come with it (CocosDenshion, Box2d, Chipmunk, etc.) are
compatible with the new iPhone SDK 4.0 Terms of Service:
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Great!
thank!
Anyone daring testing cocos2d on iPhone 4.0 (I have only one device…)
i can’t get it to work
any help would be greatly appreciated i get so many errors around 1500!! i even tried installing xcode from scrath but i cant get cocos2d and box2d to work with 4.0 sdk
hi there, will you provide sample codes that features iphone0S4.0 capabilities?
I just installed iPhone OS 4.0 and compiled my game. Works perfectly, but I did get a warning in CCDirector.mm
Ln. 944 – implicit declaration of function ‘usleep’.
All I did was #import and the warning went away.
#import unistd.h (sorry, the comment field seemed to format my comment and remove information).
This was in CCDirector.m
Also in in CCTMXXMLParser.h add
@interface CCTMXMapInfo : NSObject // :dbolli:100409 21:55:25 Added for iPhone SDK 4.0
Also in CCTMXXMLParser.h add
`
@interface CCTMXMapInfo : NSObject // :dbolli:100409 21:55:25 Added for iPhone SDK 4.0
`
Last try
in CCTMXXMLParser.h add
@interface CCTMXMapInfo : NSObject “” // :dbolli:100409 21:55:25 Added “” for iPhone SDK 4.0
in CCTMXXMLParser.h add
[less than] NSXMLParserDelegate [greater than]
@interface CCTMXMapInfo : NSObject [<<<<<< here] // :dbolli:100409 21:55:25 Added [less than] NSXMLParserDelegate [greater than] with great difficulty
for iPhone SDK 4.0
Update: The simulator under SDK 4.0 needs in CCTMXXMLParser.h add
[less than] NSXMLParserDelegate [greater than]
but compiling for the Device under SDK 4.0 doesn’t like this added. Hmmm…
@dbolli @oxygen: thanks. fixed in “develop” branch:
http://github.com/cocos2d/cocos2d-iphone/tree/develop
Hi Riq,
for a last attempt at a fix for Device 3.x.x and Simulator 3.x.x / 4.0
@interface CCTMXMapInfo : NSObject
#if __IPHONE_4_0 >= __IPHONE_OS_VERSION_MAX_ALLOWED
[less than] NSXMLParserDelegate [greater than] // :dbolli:100409 21:55:25 Added [less than]NSXMLParserDelegate[greater than] for iPhone SDK 4.0
#endif // __IPHONE_4_0 >= __IPHONE_OS_VERSION_MAX_ALLOWED
I’m sure you can devise a more elegant solution
Cheers,
Derek.
Hey Riq,
Are you planning GameKit and iAd support for cocos2d? Hopefully iAd will “just work” with a couple of lines of code added to a new demo but GameKit may need a bit more effort. I think that iAd is pure genius on the part of Apple (HTML5 yay!!) and will be a great benefit to cocos2d game developers. Keep up the great work
Regards,
Derek.
@derek: I’ve not tried GameKit and iAd yet, but I guess they should work without changing cocos2d.
BTW, the latest commit compiles OK in SDK 4.0 and SDK 3.x. thanks.
I have looked at Game Center stuff like matchmaking it it may be a bit of a pain, because it switches UIViews to go to the Game Center, which would be a challenge in cocos2d
For the time being i think Cocos2D is fairly safe. Keep in mind though, it’s not only a question of programming …
3.3.1 states:
“… (e.g., Applications that link to Documented APIs through an intermediary translation or compatibility layer or tool are prohibited)”
Hmm, “call to API via compatibility layer”? If I’m Steve Jobs and I have one of my PMS-ing days that would sound like Cocos2D to me. As per usual Apple has avoided any all too specific and precise terms which allows them to approve or disapprove practically anything without further reasoning.
Thank [enter deity], Apple’s after Flash … for now. But don’t tempt Apple and program a Texas Straight Poker-app in Cocos2d
To the developers of this terrific framework: Fantastic work!
@grumbleduke:
a)
IANAL so please take my opinion just as opinions…
b)
“… (e.g., Applications that LINK to Documented APIs…”
cocos2d can be used without “linking”. If you include all the cocos2d sources in your game you are not LINKING against cocos2d.
Apple has the last word, but I do think that EVERY objective-c library is compatible with SDK 4.0 TOS.
c)
“… or compatibility layer or…”
I don’t know what do you understand by “compatible layer”, but according to the wikipedia ( http://en.wikipedia.org/wiki/Compatibility_layer ) cocos2d is NOT AT ALL a “compatible layer”. cocos2d is a simple graphics library… it has no translation, no emulation, nothing strange.
d)
Also, all the game devel companies have (or will have) a sort of game engine coded in objective-c / c or c++. They won’t re-invent the wheel in every game… If I understood your post correctly, they won’t be able to reuse it…
@riq
All the way with you from “a)” to “d)”. Actually, the passage “or compatibility layer” is from Apple’s new license and it made me come to this site to scout for further infos whether or not Cocos2d might be affected.
Anyway: In the meantime I have checked around a bit and found out that “Cocos2d for iPhone” does not have any apparent legal showstoppers (e.g. like Cocos2D’s “integrated python interpreter”). Coming from Unity (which is very much affected) this was important for me to find out.
Thanks for taking the time to check and dig up all the infos and keep up the good work!
Everyone is concerned about this. I was asked about it by my contractor, that’s where i first learned of that clause.
But compatibility layer really means some kind of emulation, so the C64 app is probably affected, Unity might be but i doubt it. But unless there’s word from Apple there’s no way of knowing for sure.
I also don’t see any of this being a problem for cocos2d though.
Guys, I just put my game out, and told them I used cocos2D after I agree do the new terms. I don’t think they’re after us.
I have a problem when it says it was built for armv7 but the device needs armv6