I read the hello world but it doesn't really make sense. They copy of cocos2d is messed with all sorts of tests. How can I make a project that is cleaned up with only the cocos2d library? Even starting a new OpenGLES project and including the cocos2d folder ends in failures.
Beginning
(11 posts) (4 voices)-
Posted 2 years ago #
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This might help you get started.
Posted 2 years ago # -
messed?
Do you preferred and empy cocos2d project? .. wierd.
Posted 2 years ago # -
I would use the full one for reference. But I really want to be able to manage my own targets and classes more easily.
For "Hello World" I just have no idea where to put all the code.
Posted 2 years ago # -
What you might find of use is to use a XCode project template that includes Cocos2d. There is one maintained by a forum member here located at http://github.com/tjweir/cocos2d-application/tree/master.
If you want you can use GIT to maintain a version of the template in your Templates folder to keep constantly updated. If you don't want to learn/bother with GIT, you can just grab a copy of the files as they stand right now and place them in the Tempaltes folder for Xcode.
In the New Project tab, you will now be able to start a new project using the Cocos2d-iPhone template and the empty project should build and do nothing. From here, you would add code to it like any other iPhone/Cocos2d application.
The template will include all the tests and other things from Cocos2d, so you can always remove them in your newly created project and continue..
Posted 2 years ago # -
SonnyBurnette thanks for the link. Though I ended up hitting myself because with their setup they remove the mainMenu.xib and the starting tutorials on this site don't work with them!
*sigh*
Posted 2 years ago # -
Thanks Cypher, that is much closer to what I was looking for.
Posted 2 years ago # -
Oh Jesus, I take it back, that thing can't even build. Forget it, I have no idea why they are maintaining something that has to be fixed to work in the first place.
Posted 2 years ago # -
When I first started tinkering with Cocos2d I found a lot of helpful snippets on kwigbo.com
If I remember correctly, he has a couple of games he posted with the source so you can see how it works. It might be worth tinkering in it. You will want to look back in the February timeframe and that should get you started.
HTH
Posted 2 years ago # -
@napierzaza, starting with the template will greatly reduce the number of steps that you have to go through to get a new project up and running. But it isn't necessarily assumed to be foolproof. All of this being done and provided on a voluntary basis, so please keep that in mind.
Now if you tell us what sorts of errors you got with building the template, I'm sure tjweir would probably fix it up soon enough so that others have a smoother way to Cocos2d..
Posted 2 years ago # -
Thanks for the offer, but I decided I would just strip down the 0.8beta release instead. I did with performance Sprite test by stripping everything out and cleaning up the project. It's not going to be a true template, but I don't have any real options for that.
Thanks.
Posted 2 years ago #
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