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	<title>cocos2d for iPhone</title>
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	<link>http://www.cocos2d-iphone.org</link>
	<description>A 2d game engine for iPhone / iPad that&#039;s fast, easy to use, free, and community supported</description>
	<lastBuildDate>Mon, 23 Apr 2012 17:08:46 +0000</lastBuildDate>
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		<title>cocos2d v2.0-rc1 released</title>
		<link>http://www.cocos2d-iphone.org/archives/1885?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cocos2d-v2-0-rc1-released</link>
		<comments>http://www.cocos2d-iphone.org/archives/1885#comments</comments>
		<pubDate>Mon, 23 Apr 2012 16:55:13 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1885</guid>
		<description><![CDATA[Hi, I am happy to announce that cocos2d v2.0-rc1 is available for download: cocos2d-iphone-2.0-rc1.tar.gz 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 Changelog: CHANGELOG Migration guide: migrate_to_v2.0 What&#8217;s next: More bug [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png"><img class="alignright" title="cocos2d icon" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png" alt="" width="67" height="67" /></a>Hi,</p>
<p>I am happy to announce that cocos2d v2.0-rc1 is available for <strong>download</strong>:</p>
<ul>
<li><a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-2.0-rc1.tar.gz" rel="nofollow">cocos2d-iphone-2.0-rc1.tar.gz</a></li>
</ul>
<p><strong>Highlights</strong> since v2.0-rc0:</p>
<ul>
<li>Forward-ported many bug fixes from v1.1</li>
<li>Added new CCCardinalSpline and CCCatmullRom actions</li>
<li>Improved FileUtils</li>
<li>Added support for rotated tiles in TMX maps</li>
<li>And many bug fixes in Labels, Textures, threading and more</li>
</ul>
<p><strong>Full Changelog</strong>: <a href="https://github.com/cocos2d/cocos2d-iphone/blob/8858cb603bc2b0e2ccd3550c968411b797bd81e5/CHANGELOG" rel="nofollow">CHANGELOG</a></p>
<p><strong>Migration guide</strong>: <a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:migrate_to_v2.0" rel="nofollow">migrate_to_v2.0</a></p>
<p><strong>What&#8217;s next</strong>:</p>
<ul>
<li>More bug fixes</li>
<li>Gesture Recognizer</li>
</ul>
<p>I would appreciate if you could test this version with your game and report any possible issue that you might find.<br />
Thanks!</p>
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		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>Updated cocos3d &#8211; a 3D extension for cocos2d</title>
		<link>http://www.cocos2d-iphone.org/archives/1274?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=announcing-cocos3d-a-3d-extension-for-cocos2d</link>
		<comments>http://www.cocos2d-iphone.org/archives/1274#comments</comments>
		<pubDate>Mon, 23 Apr 2012 09:00:03 +0000</pubDate>
		<dc:creator>Bill Hollings</dc:creator>
				<category><![CDATA[cocos2d]]></category>
		<category><![CDATA[cocos3d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1274</guid>
		<description><![CDATA[Update [2012-04-23]: I&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1282" class="wp-caption alignright" style="width: 210px"><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2011/02/cocos3d-hello-world.png"><img class="size-full wp-image-1282  " src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2011/02/cocos3d-hello-world.png" alt="cocos3d 'hello, world' example" width="200" height="301" /></a><p class="wp-caption-text">A screenshot from the cocos3d Application template, showing a 3D take on the traditional &#039;hello, world&#039; app.</p></div>
<p><strong><span style="text-decoration: underline">Update [2012-04-23]:</span></strong></p>
<p>I&#8217;m pleased to announce that <a href="http://brenwill.com/cocos3d">cocos3d 0.7.1 </a>has been released.</p>
<p>This release adds explicit support for Gesture Recognizers, and includes fixes and enhancements to the recent significant <strong>cocos3d 0.7.0</strong> release.</p>
<p>Features added in this <strong>0.7.1</strong> release include:</p>
<ul>
<li>Added explicit support for Gesture Recognizers, including mapping gestures to 3D transforms and coordinates.</li>
<li>Invisible nodes can now cast shadows, allowing invisible lower-polygon models to be used to create shadows of visible high-polygon models.</li>
<li>Added backward compatibility with legacy LLVM GCC 4.2 compiler.</li>
</ul>
<p>Features added in the recent significant <strong>cocos3d 0.7.0</strong> release include:</p>
<ul>
<li>Automatic shadowing using shadow volumes.</li>
<li>Enhancements to texture management:
<ul>
<li>Alignment of textures with meshes, for both NPOT and iOS-inverted textures is now completely automatic.</li>
<li>Texture mipmaps generation is automatic.</li>
</ul>
</li>
<li>Ray-casting:
<ul>
<li>Collect nodes intersected by a ray in order of distance from the start of the ray.</li>
<li>Locate the local intersection of a ray with a node.</li>
</ul>
</li>
<li>Simple collision detection between nodes.</li>
<li>Any node can now be targetted towards a direction, location, or other node.</li>
<li>New CCActions include MoveForwardBy, MoveUpBy, RotateByAngleAroundAxis</li>
<li>Bounding volumes of nodes can now be made visible during development.</li>
<li>Parametric mesh creation is now simplified, and parametric sphere and disk meshes now available.</li>
<li>Individual mesh faces can be retrieved by index.</li>
<li>Support for decals.</li>
<li>Support for stencil buffers.</li>
<li>Support for automatic renormalizing of rotation matrices.</li>
<li>Support for general notification callbacks on node transformations.</li>
<li>CC3World renamed to CC3Scene, to clarify the purpose of that class.</li>
<li>CC3Scene callbacks available during opening and closing of a scene.</li>
</ul>
<p>Find out what&#8217;s new <a href="http://brenwill.com/cocos3d-whats-new/">here</a>.</p>
<p><a href="http://brenwill.com/cocos3d">cocos3d</a> is a significant extension to <em>cocos2d</em> that adds a full 3D modelling space, including 3D mesh models, perspective projection cameras, materials, and lighting. With <strong>cocos3d</strong>, you can populate your world with 3D models exported from 3D editors such as <a href="http://www.blender.org/">Blender</a>, <a href="http://www.autodesk.com/3dsmax">3ds Max</a> or <a href="http://www.cheetah3d.com/">Cheetah3D</a>, combined with models you create dynamically in your Objective-C code.</p>
<p>Integration with <em>cocos2d</em> is seamless. Rendering of all 3D model objects occurs within a special <em>cocos2d</em> layer, which fits seamlessly into the <em>cocos2d</em> 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.</p>
<p>Like <em>cocos2d</em>, <strong>cocos3d</strong> is written entirely in Objective-C, and many of your favourite <em>cocos2d</em> paradigms, such as <code>CCActions</code>, are available for 3D objects. And like <em>cocos2d</em>, it is distributed for free under an <a href="http://en.wikipedia.org/wiki/MIT_License">MIT license</a>.</p>
<p><span id="more-1274"></span></p>
<h4>cocos3d Features</h4>
<p>Some of the key features of <strong>cocos3d </strong>are highlighted in the following list:</p>
<ul>
<li>Seamless integration with <em>cocos2d</em>. Rendering of all 3D model objects occurs within a special <em>cocos2d</em> layer, which fits seamlessly into the <em>cocos2d</em> 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.</li>
<li>Pluggable loading framework for 3D models exported from familiar 3D editors such as <a href="http://www.blender.org/">Blender</a>, <a href="http://www.autodesk.com/3dsmax">3ds Max</a> or <a href="http://www.cheetah3d.com/">Cheetah3D</a>, or through industry standard 3D object files such as <a href="http://en.wikipedia.org/wiki/Collada">Collada</a> or <a href="http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES1xMBX.asp">PowerVR POD</a>, or even from your own customized object file formats.</li>
<li>3D models can be selected and positioned by touch events and gestures, allowing intuitive user interaction with the objects in the 3D world.</li>
<li>3D models can include animation sequences, with full or fractional animation.</li>
<li>3D model objects can be arranged in sophisticated structural assemblies, allowing child objects to be moved and oriented relative to their parent structure.</li>
<li>3D models and assemblies can be easily duplicated. Each duplicated model can be independently controlled, animated, colored, or textured. But fear not, underlying mesh data is shared between models. You can quickly and easily create swarming hoards to populate your 3D world, without worrying about device memory limitations.</li>
<li>3D models, cameras, and lighting can be manipulated and animated using familiar <em>cocos2d Actions</em>, allowing you to quickly and easily control the dynamics of your 3D world, in a familiar, and easy-to-use programming paradigm.</li>
<li>3D objects can be covered with dynamic materials and textures to create rich, realistic imagery.</li>
<li>Multi-texturing and bump-mapped textures are available, allowing you to create sophisticated surface effects.</li>
<li>Vertex skinning, also often referred to as bone rigging, allowing soft-body meshes to be realistically deformed based on the movement of an underlying skeleton constructed of bones and joints.</li>
<li>Automatic shadowing using shadow volumes.</li>
<li>Collision detection between nodes.</li>
<li>Ray-tracing for nodes intersected by a ray, and the local location of intersection on a node.</li>
<li>The 3D camera supports both perspective and orthographic projection options.</li>
<li>Objects can dynamically track other objects as they move around the world. The 3D camera can dynamically point towards an object as it moves, and other objects can dynamically point towards the camera as it moves.</li>
<li>Lighting effects include multiple lights, attenuation with distance, spotlights, and fog effects.</li>
<li>Mesh data can be shared between 3D objects, thereby saving precious device memory.</li>
<li>Mesh data can freely, and automatically, use OpenGL vertex buffer objects to improve performance and memory management.</li>
<li>Culling of 3D objects outside of the camera frustum is automatic, based on pluggable, customizable object bounding volumes.</li>
<li>Automatic ordering and grouping of 3D objects minimizes OpenGL state changes and improves rendering performance. Pluggable sorters allow easy customization of object sorting, ordering, and grouping for optimal application performance.</li>
<li>3D point particles allow sophisticated particle effects.</li>
<li>Automatic OpenGL state machine shadowing means that the OpenGL functions are invoked only when a state really has changed, thereby reducing OpenGL engine calls, and increasing OpenGL throughput.</li>
<li>Sophisticated performance metrics API and tools collect real-time application drawing and updating performance statistics, for logging or real-time display.</li>
<li>Sophisticated math library eliminates the need to use OpenGL ES function calls for matrix mathematics.</li>
<li>Fully documented API written entirely in familiar Objective-C. No need to switch to C or C++ to work with 3D artifacts.</li>
<li>Extensive logging framework to trace program execution, including all OpenGL ES function calls.</li>
<li>Includes demo applications and Xcode templates to get you up and running quickly.</li>
</ul>
<h4>A Picture is Worth a Thousand Words</h4>
<p>The following two screenshots are taken from the <code>CC3DemoMashUp</code> sample demo application that is included in the <strong>cocos3d</strong> distribution, and highlight some of the <strong>cocos3d</strong> functionality. The pictures show a scene taken at two different times.</p>
<div id="attachment_1285" class="wp-caption alignright" style="width: 210px"><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2011/02/cocos3d-Screenshot-darker.png"><img class="size-full wp-image-1285  " src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2011/02/cocos3d-Screenshot-darker.png" alt="cocos3d Screenshot" width="200" height="300" /></a><p class="wp-caption-text">The lighting is now dimmer, the robot arm has moved, and the 2D label is larger as it approaches the camera.</p></div>
<div id="attachment_1286" class="wp-caption alignnone" style="width: 210px"><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2011/02/cocos3d-Screenshot-lighter.png"><img class="size-full wp-image-1286  " src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2011/02/cocos3d-Screenshot-lighter.png" alt="cocos3d Demo screen shot" width="200" height="300" /></a><p class="wp-caption-text">An animated robot arm, with a 2D label attached to the end, rotates amid teapots.</p></div>
<p>The scene includes:</p>
<ul>
<li>An animated rotating robot arm loaded from a PowerVR POD file. This POD file is taken from a sample demo that is bundled with the standard <a href="http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES1xMBX.asp">PVR SDK</a> from Imagination Technologies. It demonstrates the ability to load and animate &#8216;out-of-the-box&#8217; POD files. It also demonstrates how 3D nodes are assembled into a structural hierarchy (similar to <em>cocos2d</em> nodes), in that the arm has several parts that move relative to each other, while the complete robot assembly can be moved, rotated or scaled as a whole.</li>
<li>A standard <em>cocos2d</em> text label that is attached to the end of the robot arm and rotates with the arm. This demonstrates the ability for 2D and 3D nodes to interact. This label could have been any <em>cocos2D</em> <code>CCNode</code>, even one you create yourself.</li>
<li>Four <a href="http://en.wikipedia.org/wiki/Utah_teapot">Utah teapots</a> built from the <code>teapot.h</code> header file distributed with the iOS SDK. The red, green and blue teapots are positioned at 100.0 on the X, Y and Z axes, respectively. The white teapot is positioned at the location of the light source for the scene, which is also animated as part of the POD file. The teapots demonstrate how <strong>cocos3d</strong> model objects can be created programmatically instead of loaded from 3D files. To conserve memory, the teapots all use the same underlying copy of mesh data, but each has a different material so they can be colored separately.</li>
<li>A <em>cocos2d</em> logo positioned and scaled to act as a &#8216;floor&#8217; or &#8216;ground&#8217; to give the scene some spatial orientation. This logo is part of the 3D scene.</li>
<li>Two green joystick buttons to control the panning and location of the 3D camera (the viewer&#8217;s perspective), and an arrow button to cycle the camera through three other scenes (by rotating the camera to the left). All three buttons are standard <em>cocos2d</em> nodes, and are added as children to the special <code>CCLayer</code> that is playing the 3D scene, demonstrating how 2D nodes can be overlayed on the 3D view. BTW&#8230;they joysticks are part of a small UI controls kit we created. You can find the kit <a href="http://brenwill.com/2010/cocos2d-ui-controls/">here</a>.</li>
</ul>
<p>In the view on the left, the robot arm is rotating towards the back, with the 2D <em>cocos2d</em> label attached to the end. In the view on the right, the robot arm has rotated towards the front. The 2D label has come with it, and is scaled up automatically to create the proper perspective. This perspective scaling of 2D artifacts is optional. For something like a 2D health-bar hovering over a 3D character, you might want to keep it the same size, regardless of where the character is roaming.</p>
<p>Also in the second picture, the location of the light source (as marked by the white teapot), has moved down (think of a setting sun), and as a result, the lighting has dimmed, particularly on the side of objects facing away from the light.</p>
<p>In addition to the scene illustrated, the <code>CC3DemoMashUp</code> includes three other scenes, which can be viewed either by panning the camera, or by pushing the arrow button. These scenes are:</p>
<ul>
<li>A bouncing, multi-colored, semi-transparent beach-ball, which bounces courtesy of standard <em>cocos2d</em> <code>CCActions</code>. The beach-ball demonstrates a multi-material mesh model and transparency blending. It is particularly effective if you use the joysticks to move the camera behind the beach-ball and point the camera back towards the robot arm. You can see the robot arm through the beach-ball as it bounces by.</li>
<li>Another two teapots, one textured and one with a color gradient applied to its vertices, rotating around each other.</li>
<li>A rotating globe that demonstrates the ability to wrap a mesh with a UV mapped texture exported from a 3D editor.</li>
</ul>
<p>The bouncing beach-ball and rotating globe were constructed in <a href="http://www.blender.org/">Blender</a>, exported to a <a href="http://en.wikipedia.org/wiki/Collada">Collada</a> 1.4 file format, and then converted to POD file format using the <code>Collada2POD</code> converter that comes with the PowerVR SDK. The &#8216;change view&#8217; arrow button demonstrates the ability to assign a target location to cameras and lights. The button assigns a different target to the camera, and the camera pans (again using a <em>cocos2d</em> <code>CCAction</code>) to its new target.</p>
<h4>More Info</h4>
<p>You can download <strong>cocos3d</strong> <a href="http://brenwill.com/cocos3d/#download">here</a>.</p>
<p>You can learn more about writing 3D iOS applications using <strong>cocos3d</strong>, by referring to:</p>
<ul>
<li><a href="http://brenwill.com/cocos3d">cocos3d homepage</a>.</li>
<li><a href="http://brenwill.com/2011/cocos3d-programming-guide/">cocos3d Programming Guide</a>.</li>
<li><a href="http://brenwill.com/docs/cocos3d/0.6.5/api">cocos3d API</a>.</li>
<li>Demo applications in the <code>Demos</code> folder in your <strong>cocos3d</strong> distribution.</li>
<li><a href="http://brenwill.com/2011/cocos3d-development-roadmap">cocos3d Development Roadmap</a>.</li>
<li><a href="http://www.cocos2d-iphone.org/forum/forum/15">cocos3d Forum</a></li>
<li><a href="http://brenwill.com/2011/cocos3d-importing-converting-collada-to-pod/">cocos3d Importing: Converting COLLADA to POD</a></li>
<li>Check out a <a href="http://youtu.be/YldxPiGMFLA">example video</a> of a robot game created by cocos3d user <em>andyman404</em> in less than a week!</li>
</ul>
<div><a href="http://brenwill.com/author/bill/">Bill Hollings</a> runs the software development activities at <a href="http://brenwill.com">The Brenwill Workshop</a>, a boutique consulting company, and the developers of <strong>cocos3d</strong>.</div>
]]></content:encoded>
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		<slash:comments>51</slash:comments>
		</item>
		<item>
		<title>cocos2d: past, present and future</title>
		<link>http://www.cocos2d-iphone.org/archives/1866?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cocos2d-past-present-and-future</link>
		<comments>http://www.cocos2d-iphone.org/archives/1866#comments</comments>
		<pubDate>Sun, 08 Apr 2012 23:09:47 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1866</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Last weekend the <a href="http://devcon.cocoachina.com/2012/">cocos2d-x developers conference</a> was held in Beijing, China.</p>
<p>I was invited to the conference and I gave a talk about  <em>cocos2d: past, present and future.</em></p>
<p><a title="View Cocos2d: past, present and future on Scribd" href="http://www.scribd.com/doc/88493987/Cocos2d-past-present-and-future" style="margin: 12px auto 6px auto; font-family: Helvetica,Arial,Sans-serif; font-style: normal; font-variant: normal; font-weight: normal; font-size: 14px; line-height: normal; font-size-adjust: none; font-stretch: normal; -x-system-font: none; display: block; text-decoration: underline;">Cocos2d: past, present and future</a> <object id="doc_63009" name="doc_63009" height="600" width="100%" type="application/x-shockwave-flash" data="http://d1.scribdassets.com/ScribdViewer.swf" style="outline:none;" ><param name="movie" value="http://d1.scribdassets.com/ScribdViewer.swf"><param name="wmode" value="opaque"><param name="bgcolor" value="#ffffff"><param name="allowFullScreen" value="true"><param name="allowScriptAccess" value="always"><param name="FlashVars" value="document_id=88493987&#038;access_key=key-jqzbsnnkt2xwheu3mgj&#038;page=1&#038;viewMode=list"><embed id="doc_63009" name="doc_63009" src="http://d1.scribdassets.com/ScribdViewer.swf?document_id=88493987&#038;access_key=key-jqzbsnnkt2xwheu3mgj&#038;page=1&#038;viewMode=list" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="600" width="100%" wmode="opaque" bgcolor="#ffffff"></embed></object></p>
<p>The conference was great. The talks were about cocos2d, cocos2d-x, coco2d-html5, cocos2d-xna and more. There were about 1.000 attendees.</p>
<p>Here are the photos that I took: <a href="https://picasaweb.google.com/111588202880883771967/Cocos2dXDevcon#">cocos2d-x devcon photos</a></p>
<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2012/04/IMG_0642.jpg"><img class=" wp-image-1871 alignnone" title="IMG_0642" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2012/04/IMG_0642.jpg" alt="" width="428" height="571" /></a></p>
<p>&nbsp;</p>
<p>Many thanks to the organizers:</p>
<ul>
<li><a href="http://www.cocos2d-x.org/">cocos2d-x</a></li>
<li><a href="http://www.cocoachina.com/">Cocoa China</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>CocosBuilder 1.1 beta release &#8211; Now open source</title>
		<link>http://www.cocos2d-iphone.org/archives/1860?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cocosbuilder-1-1-beta-release-now-open-source</link>
		<comments>http://www.cocos2d-iphone.org/archives/1860#comments</comments>
		<pubDate>Mon, 19 Mar 2012 18:56:03 +0000</pubDate>
		<dc:creator>vik</dc:creator>
				<category><![CDATA[cocos2d]]></category>
		<category><![CDATA[editors]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1860</guid>
		<description><![CDATA[CocosBuilder is a tool for graphically laying out sprites, layers and scenes for cocos2d. It&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p>CocosBuilder is a tool for graphically laying out sprites, layers and scenes for cocos2d. It&#8217;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.</p>
<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2012/03/cocosbuilder.png"><img class="alignnone size-medium wp-image-1862" title="CocosBuilder" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2012/03/cocosbuilder-300x195.png" alt="" width="300" height="195" /></a></p>
<p>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.</p>
<p>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&#8217;t hesitate to contact me.</p>
<p>Download the program or the source from the CocosBuilder website: <a href="http://cocosbuilder.com/?p=104">http://cocosbuilder.com/?p=104</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.cocos2d-iphone.org/archives/1860/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<title>cocos2d v2.0-rc0 released</title>
		<link>http://www.cocos2d-iphone.org/archives/1854?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cocos2d-v2-0-rc0-released</link>
		<comments>http://www.cocos2d-iphone.org/archives/1854#comments</comments>
		<pubDate>Fri, 16 Mar 2012 18:20:24 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1854</guid>
		<description><![CDATA[Hi, I am happy to announce that cocos2d v2.0-rc0 is available for download: cocos2d-iphone-2.0-rc0a.tar.gz Highlights since v2.0-beta2: Improved sprite animation format Easier to migrate to v2.0: Added deprecated classes/methods, base shaders are inline Added &#8220;number of batches&#8221; on director&#8217;s stats Improved Menu/Menu item API Improved RenderTexture iPad Retina Display support Many many bug fixes Full [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png"><img class="alignright size-full wp-image-82" title="cocos2d icon" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png" alt="" width="67" height="67" /></a>Hi,</p>
<p>I am happy to announce that cocos2d v2.0-rc0 is available for <strong>download</strong>:</p>
<ul>
<li><a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-2.0-rc0a.tar.gz" rel="nofollow">cocos2d-iphone-2.0-rc0a.tar.gz</a></li>
</ul>
<p><strong>Highlights</strong> since v2.0-beta2:</p>
<ul>
<li>Improved sprite animation format</li>
<li>Easier to migrate to v2.0: Added deprecated classes/methods, base shaders are inline</li>
<li>Added &#8220;number of batches&#8221; on director&#8217;s stats</li>
<li>Improved Menu/Menu item API</li>
<li>Improved RenderTexture</li>
<li>iPad Retina Display support</li>
<li>Many many bug fixes</li>
</ul>
<p><strong>Full Changelog</strong>: <a href="https://github.com/cocos2d/cocos2d-iphone/blob/770b86cceed7a5e9567eebe204de1c7205af905f/CHANGELOG" rel="nofollow">CHANGELOG</a></p>
<p><strong>Migration guide</strong>: <a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:migrate_to_v2.0" rel="nofollow">migrate_to_v2.0</a></p>
<p><strong>What&#8217;s next</strong>:</p>
<ul>
<li>More bug fixes</li>
<li>More bug fixes</li>
<li>More bug fixes</li>
<li>Opportunistic low-risk features</li>
</ul>
<p>I would appreciate if you could test this version with your game and report any possible issue that you might find.<br />
Thanks!</p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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		<title>Cocos2d 1.1 beta2 released</title>
		<link>http://www.cocos2d-iphone.org/archives/1845?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cocos2d-1-1-beta2-released</link>
		<comments>http://www.cocos2d-iphone.org/archives/1845#comments</comments>
		<pubDate>Wed, 14 Mar 2012 14:51:13 +0000</pubDate>
		<dc:creator>araker</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1845</guid>
		<description><![CDATA[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 &#8216;ipadhd&#8217; 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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png"><img class="alignright size-full wp-image-82" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png" alt="" width="67" height="67" /></a>Hi,</p>
<p>I am happy to announce that cocos2d v1.1 beta2 is available for <strong>download</strong>:<br />
<a title="cocos2d-iphone-1.1-beta2b.tar.gz" href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-1.1-beta2b.tar.gz" target="_blank">http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-1.1-beta2b.tar.gz</a></p>
<p><strong>Highlights</strong></p>
<ul>
<li>iPad 3 compatible, new &#8216;ipadhd&#8217; suffix for loading retina iPad assets</li>
<li>Animation, new animation format that supports variable delay per frame and callbacks per frame</li>
<li>Particles: Animated particle system with support of new animation system</li>
<li>Touch dispatcher: new implementation which fixes various bugs, a lot of new functionality and performance improvements</li>
<li>Many bugfixes</li>
</ul>
<p><strong>Full Changelog</strong>: <a href="https://github.com/cocos2d/cocos2d-iphone/blob/release-1.1-beta2b/CHANGELOG" target="_blank">CHANGELOG</a></p>
<p><strong>Release Notes</strong>: <a href="http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:1_1_0" target="_blank">release_notes:1_1_0</a> (includes example usage of new functionality)</p>
<p>I would appreciate if you can test this beta release in your games and report any possible bug that you might find. Thank you.</p>
]]></content:encoded>
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		<slash:comments>18</slash:comments>
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		<title>Recently released cocos2d games #2</title>
		<link>http://www.cocos2d-iphone.org/archives/1824?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=recently-released-cocos2d-games-2</link>
		<comments>http://www.cocos2d-iphone.org/archives/1824#comments</comments>
		<pubDate>Thu, 23 Feb 2012 16:55:05 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1824</guid>
		<description><![CDATA[Kingdom Rush One of the best Tower Defense games ever. I played this game when it was first released for Flash, and I couldn&#8217;t stop playing until I finished it. The iPad version is as excellent as the Flash version. Kingdom Rush: $0.99 &#60;&#8211; THIS IS A BARGAIN Kingdom Rush: Flash version Official website &#160; [...]]]></description>
			<content:encoded><![CDATA[<h3>Kingdom Rush</h3>
<p>One of the best Tower Defense games ever. I played this game when it was first released for Flash, and I couldn&#8217;t stop playing until I finished it. The iPad version is as excellent as the Flash version.</p>
<p><iframe width="500" height="375" src="http://www.youtube.com/embed/IfYQHO1xqrA?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<ul>
<li><a href="http://itunes.apple.com/us/app/kingdom-rush/id489265199?mt=8">Kingdom Rush: $0.99</a> &lt;&#8211; THIS IS A BARGAIN</li>
<li><a href="http://armorgames.com/play/12141/kingdom-rush">Kingdom Rush: Flash version</a></li>
<li><a href="http://www.kingdomrush.com/">Official website</a></li>
</ul>
<p>&nbsp;</p>
<h3>League of Evil 2</h3>
<p>The sequel of one of my all-time favorites games. When played on iCade it gets even better!</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/ogBm9DVtu5Y?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<ul>
<li><a href="http://itunes.apple.com/us/app/league-of-evil-2/id493832593?mt=8">League of Evil 2: $0.99</a></li>
<li><a href="http://itunes.apple.com/us/app/league-of-evil-2-lite/id501805292?mt=8">Leave of Evil 2 Lite: $Free</a></li>
<li><a href="http://www.leagueofevil2.com/">Official website</a></li>
</ul>
<p>&nbsp;</p>
<h3>Sketchshare</h3>
<p>Great application to share ideas with remote people. Not only this is a super polished application, but also they released as open source their <a href="http://www.cocos2d-iphone.org/forum/topic/28431">custom color picker</a>, and they made their <a href="http://www.cocos2d-iphone.org/forum/topic/29244#post-144740">sales figures</a> public.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/ARyXKIjY378?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Art done with Sketchshare:</p>
<p><img src="http://www.abitofcode.com/download/sketchshare/woven.jpg" alt="" width="490" height="384" /></p>
<ul>
<li><a href="http://itunes.apple.com/us/app/sketchshare/id464032178?mt=8">SketchShare: $1.99 </a></li>
<li><a href="http://sketchshare.co.uk/wp/">Official website</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<title>Hello Windows Phone 7!</title>
		<link>http://www.cocos2d-iphone.org/archives/1801?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=hello-windows-phone-7</link>
		<comments>http://www.cocos2d-iphone.org/archives/1801#comments</comments>
		<pubDate>Fri, 17 Feb 2012 16:32:15 +0000</pubDate>
		<dc:creator>Walzer</dc:creator>
				<category><![CDATA[family]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1801</guid>
		<description><![CDATA[I&#8217;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 &#38; free under MIT License. Many developers hope that WP7 can support C++ [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m proud to announce that, cocos2d family spreads to the last important platform: Windows Phone 7. This branch is named: Cocos2d-x for XNA.</p>
<p>Beta release download: <a title="Download the stable version" href="http://cocos2d-x.googlecode.com/files/cocos2d-x-for-xna-0.1.0.zip" target="_blank">http://cocos2d-x.googlecode.com/files/cocos2d-x-for-xna-0.1.0.zip</a><br />
Github repository: <a title="Github repository" href="http://github.com/cocos2d/cocos2d-x-for-xna/" target="_blank">http://github.com/cocos2d/cocos2d-x-for-xna/</a><br />
Inheriting the open source spirit from cocos2d-iphone, this branch is also open &amp; free under MIT License.</p>
<p>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&#8217;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.</p>
<p>Most features of cocos2d have been implemented. As the video shows:</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/WGSiEWllj-M?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>But features below are semi-finished or TBD in the next version:</p>
<ul>
<li>Transition</li>
<li>Grid</li>
<li>Dispatcher of hardware keys messages</li>
<li>Accelerometer</li>
</ul>
<p>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 &amp; cocos2d-x monthly. Any feedbacks, suggestions, bug reports would be appreciated, please post them into <a title="http://cocos2d-x.org/projects/cocos2d-x/boards/17" href="http://cocos2d-x.org/projects/cocos2d-x/boards/17" target="_blank">http://cocos2d-x.org/projects/cocos2d-x/boards/17</a> We&#8217;ll create bug tracking from posts. If you release games based on this branch, please let me know.</p>
<p>Wish everyone here can make a good profit from Windows Phone 7 <img src='http://www.cocos2d-iphone.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>14</slash:comments>
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		<title>Recently released cocos2d games</title>
		<link>http://www.cocos2d-iphone.org/archives/1793?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=recently-released-cocos2d-games</link>
		<comments>http://www.cocos2d-iphone.org/archives/1793#comments</comments>
		<pubDate>Tue, 07 Feb 2012 04:52:50 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1793</guid>
		<description><![CDATA[There are many cocos2d games released each month. These are some of the recently released games that called my attention. Sir Benfro&#8217;s Brilliant Balloon A fantastical game. Download $0.99 Curio A psychedelic  game. Download $0.99 Monster Wars A great sequel of Legendary Wars Download $0.99 &#160; See more cocos2d games announcements on the cocos2d games forum]]></description>
			<content:encoded><![CDATA[<p>There are many cocos2d games released each month. These are some of the recently released games that called my attention.</p>
<h3>Sir Benfro&#8217;s Brilliant Balloon</h3>
<p>A fantastical game.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/6nOg5rDWkZ8?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<ul>
<li><a href="http://itunes.apple.com/us/app/sir-benfros-brilliant-balloon/id475711411?mt=8">Download $0.99</a></li>
</ul>
<h3 id="watch-headline-title">Curio</h3>
<p>A psychedelic  game.</p>
<p><iframe width="500" height="375" src="http://www.youtube.com/embed/c8eWhz4PZFg?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<ul>
<li><a href="http://itunes.apple.com/us/app/curio/id481349153?mt=8">Download $0.99</a></li>
</ul>
<h3 id="watch-headline-title">Monster Wars</h3>
<p>A great sequel of Legendary Wars</p>
<p><iframe width="500" height="375" src="http://www.youtube.com/embed/sGFh9GN1zUY?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<ul>
<li><a href="http://itunes.apple.com/us/app/monster-wars/id443819138?mt=8">Download $0.99</a></li>
</ul>
<p>&nbsp;</p>
<p><em>See more cocos2d games announcements on the <a href="http://www.cocos2d-iphone.org/forum/forum/1">cocos2d games forum</a></em></p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>Get your iOS cocos2d game ported to Android</title>
		<link>http://www.cocos2d-iphone.org/archives/1774?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=get-your-ios-cocos2d-game-ported-to-android</link>
		<comments>http://www.cocos2d-iphone.org/archives/1774#comments</comments>
		<pubDate>Thu, 26 Jan 2012 18:06:46 +0000</pubDate>
		<dc:creator>jordo</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1774</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="https://market.android.com/details?id=com.noodlecake.ssg"><img class="alignright size-full wp-image-1781" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2012/01/ssg2.jpg" alt="" width="300" height="180" /></a>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 <a title="Super Stickman Golf" href="https://market.android.com/details?id=com.noodlecake.ssg" target="_blank">here</a>, but we definitely did not want to do another rewrite ever again.</p>
<p>So we started working on technology to bring cocos2d games to the android platform.  We recently used this technology to port our latest game &#8216;Lunar Racer&#8217;. I&#8217;ve just uploaded a video of a beta build running on the android platform <a href="http://www.youtube.com/watch?v=n0K11S65wTw">here</a>:</p>
<p><a href="http://www.youtube.com/watch?v=n0K11S65wTw"><img class="alignright size-full wp-image-1780" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2012/01/lunar2.jpg" alt="" width="300" height="110" /></a>Aside from making some improvements in cocos2d, we&#8217;ve developed some useful libraries for the android platform over the last year. We&#8217;ve built native libraries that wrap in-app transaction support, UIAlertView pop-ups (the android version), hardware button support (the android &#8216;back&#8217; 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.</p>
<p>We&#8217;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&#8217;re also open to a variety of arrangements.</p>
<p>The android platform is tricky. Lots of gotchas with everything from development, to distribution, to marketing. If you&#8217;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.</p>
<p>Also, to follow the development of the core technology see <a href="http://www.cocos2d-iphone.org/forum/topic/25414">this</a> forum thread.</p>
<p>&nbsp;</p>
<p><strong>About the author</strong>: Jordan Schidlowsky is the founder of <a href="http://www.noodlecake.com">Noodlecake Studios</a> and Noodlecake Games.  Noodlecake Games is a Saskatoon based company which is helping iOS developers port and publish their games on Android.</p>
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		<slash:comments>6</slash:comments>
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