I'm giving away a cow (retina texture and cocos2d class) that I've done for the next update of Mozzle.
Give away a cow : ✔ Done. Achievement unlocked.
A fast, easy to use, free, and community supported 2D game engine
I'm giving away a cow (retina texture and cocos2d class) that I've done for the next update of Mozzle.
Give away a cow : ✔ Done. Achievement unlocked.
Haha! Awesomeness. I always wanted a cow. How about a goat next?
BTW, I just finally downloaded the full version of Mozzle yesterday. Beautiful job on the animations! The leafs, for example, fall down and deform beautifully, as do the stars. The game, also, is such a zen-thing to play.
A couple of visual glitches caught my eye that you may or may not know about:
1) The font letters have <1px artifact around their edges. When you generate your font bitmap, include a 1-2 px gap between each letter to help fix this problem.
2) The edges of the puzzle tiles and some of the streaks that get drawn are aliased. If you use a texture instead of drawing into GL directly, you can end up with nice smooth edges.
Another suggestion would be to add a setting to hide the puzzle preview on the bottom of the screen. I try not looking at it, but I inevitable end up cheating. :)
BTW, the infinity puzzle (UI buttons, within UI buttons, within UI buttons) is also pretty cool. Well done!
Thx, I was aware of the artifact, and was lazy to correct it. But now it's done thx to your post.
For the 2), yes you're right, but I'm not used to bitmap masking, that's a big change in the game code. Following your post, I've improved the GL drawing of the border with a gradient of opacity. It's very smooth now, you won't see the difference with a bitmap masking. You'll see on next update.
Thx a lot for suggestions.
Alright! Can't wait to see it :)
Wow this app looks really great. The graphics and gameplay look really promising will be downloading it tonight when i get back from work. Good work!
Just downloaded it and had great fun here at the office.. only thing i noticed.... level 2 is really hard compared to the following levels :D
AMAZING ! It's really difficult nowadays to deliver fun AND original idea, but this is one of them !
I like the game and played up to level 20 but now after closing the app I can no longer do anything, it starts shows me the flower and some particles moving around it, (I assume this is the level 20 puzzle) then crashes back to springboard everytime.
Hi, I downloaded this game (freeappaday), props on it. I really enjoy it and will recommend to get you some more sales :-)
Yes I am running iOS 5, any idea what the cause is?
I have crash logs bu not yet analyzed. Need to download the iOS SDK too. I'll let you know.
The reason is no related with Cocos2D. I was using a customized popup (UIAlertView) with custom background and buttons. It was a bit borderline (looking into the view hierarchy of the UIAlertView to change views), and I knew I would have problem with this one day :). 8 apps to update :)
If you are looking to make custom AlertView that acts like a UIAlertView this is a good one that I can confirm works with iOS 5
http://www.paullegato.com/blog/custom-dialog-boxes-cocos2d-iphone/
Although the graphics originally put me off, once you put your own in there it actually looks quite good and it uses a CCMenu for it all.
That's awesome. Does displaying this popup desactive the buttons that might remain around the popup ?
Not in its current state, and thanks for pointing that out I had it implemented in my game and after you asking, I checked my game to find out you could click on the delete save button many times and it would always overlay itself.
However I sorted it pretty easily, if you other buttons behind are a CCMenu then you can simply disable touches on the menu when you pop the alert up, create a new callback for the alert so you know when the user presses cancel, and then re-enable touches when the user presses cancel or accept (or whatever buttons you have on there)
I think you can do something better if you implement this method in your layer ( with the latest versions of cocos2d, v0.8 and over ) :
-(void) registerWithTouchDispatcher {
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:kCCMenuTouchPriority swallowsTouches:YES];
}
Maybe you need to use a higher priority than kCCMenuTouchPriority in order it grabs all the events. Not sure how it works exactly, but that sounds like a good starting point.
Disabling the touches on the menu is fine for me as I only have one menu below it that goes out of the side of the menu.
A good improvement would also be using this with the CCLabelBMFontMultiline that was released here not long ago so it can loop the text instead of creating each line separately.
Anyway it can look quite good once you have got the graphics to match your game:
@varedis, I've submitted an update with a custom popup system. I've worked full time on this since our last discussion, that was tough :) I've decided to share a bit of what I've done. CCSpriteScale9 class was used for the background of the popups. It's a CCSprite that can scale while preserving its corners proportions (for beautiful rounded corners for example). You can view the code here : http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d
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