
This article is going to build upon the basics described in the previous SpaceManager article written some time ago which can be found here: http://www.cocos2d-iphone.org/archives/677
About the Author:
My name is Rob, I’m one of the guys working under the mobile bros. LLC title. We’ve released a few games in the recent years, all using SpaceManager, including: Pachingo, Trundle, and Kill Timmy. I am personally interested in physics myself and always looking for new ways to incorporate them in our games.
Goals
Today’s goal is to design a basic game using Cocos2d, Chipmunk, and SpaceManager. I believe the best lessons are those learned from example, so for this article I’ll walk you through building a small example of a game and show off some of the features of SpaceManager. Some of the things we’ll demonstrate here are:
* Save and Load entire game state
* Explosions in Chipmunk
* Creating a debug-layer
* Using impulses
* Retina Support
So what type of game should we do… perhaps one where we slingshot grenades at structures hoping to kill some kind of ninja animal inside? Sounds like a plan, so lets dive right in. This tutorial will use Cocos2d 0.99.5 and SpaceManager 0.0.6. I HIGHLY recommend you download the accompanying source code for this article so you can follow along; this will have everything you need and you can skip the setup steps. Source is found here:
Edit: Updated source location

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