Top Grossing Apps and cocos2d

#1 and #2 US Top Grossing Apps are using cocos2d! :-) Congratulations Pocket Gems, Inc., the developer of both Tap Pet Hotel and Tap Zoo.

And Zombie Farm, another cocos2d game which was mentioned in previous posts, is the #12 US Top Grossing App.

It is worth noting that in the Top 12 Grossing Apps:

  • 11 are games
  • 10 are 2D games
  • 7 are Free apps ( using In App Purchases )
  • 4 are isometric games
  • 3 are using cocos2d :)

Download:

The cocos2d games for Mac are coming

cocos2d for Mac was introduced v0.99.5 (December 2010). Since then many cocos2d users ported their iOS game to Mac. These are some of the results:

Continue reading ‘The cocos2d games for Mac are coming’

Another #1 cocos2d game: Air Penguin

The new #1 Top Paid iPhone App in the U.S is another cocos2d game: Air Penguin, by GAMEVIL Inc.

And the current #11 Top Paid iPhone App iStunt 2 – Snowboard, a very polished snowboard physics game, is also using cocos2d.


  • Air Penguing: $0.99
  • iStunt 2 – Snowboard: $0.99
  • iStunt 2 – Insane Hills: $Free

More posts regarding cocos2d games: cocos2d games

cocos2d and iPad 2

IMPORTANT:

If your iPad game / app is using a 3D projection (the default one) with a depth buffer, you might need to patch your code. It seems that moving a background image of a certain size produces artifacts on iPad 2 using iOS 4.3 / 4.3.1.

Further info:

From the research that I’ve done, I believe it is an iPad 2 bug, and not a cocos2d bug (see my comments on Issue #1159). But if someone finds a way to prevent this bug by patching cocos2d, please let me know and I happily apply the patch.

For the moment, the proposed workarounds are:

// alternative A:
// Disable Depth Test. Re-enable it only when you need it.
[[CCDirector sharedDirector] setDepthTest: NO];
// alternative B:
// Use a 2D projection. Switch to a 3D projection only when you need it.
[[CCDirector sharedDirector] setProjection:kCCDirectorProjection2D];

cocos2d v1.0.0-rc released

I’m happy to announce that cocos2d for iPhone v1.0.0-rc is available for download:

Highlights:

  • Xcode 4 templates both for iOS and Mac. Includes: cocos2d, cocos2d + Box2d and cocos2d + Chipmunk templates
  • Updated 3rd party libraries: uthash, FontLabel, TouchJSON
  • And many bug fixes

Release Notes:

API Reference:

Full Changelog:

Reorder Sprite branch:

I would appreciate if you can test the 1.0.0-RC in your game / apps, and report any kind of bug / issue that you might find.

Thanks.

UPDATE: To install the templates, use the following command from a Terminal:

$ cd cocos2d-iphone
$ ./install-templates.sh -u -f

cocos2d Xcode 4 templates

cocos2d for iPhone Xcode 4 templates can be downloaded from here:

IMPORTANT:

As you might know, Xcode 4 has a new way to define templates. The new format is not documented, so, in order to create the new templates a lot of copy & paste, and trial & error was needed.

The current cocos2d Xcode 4 templates are not as polished as the Xcode 3 ones, but they include the basic functionality.

The package includes:

  • cocos2d template
  • cocos2d + Box2d template
  • cocos2d + Chipmunk template

The “file” and “Mac OS X” templates are not ready yet.

INSTALL (Option A):

eg:

$ mkdir -p ~/Library/Developer/Xcode/Templates
$ cd ~/Library/Developer/Xcode/Templates
$ tar xzvf cocos2d-1.0.0-beta_templates.tar.gz

INSTALL (Option B):

  • Download “develop” branch from github
  • run the install script
$ cd cocos2d-iphone
$ git checkout develop
$ git pull
$ ./install-templates.sh -f -u

cocos2d for iPhone v1.0.0-beta released

Hi,

I’m happy to announce that cocos2d v1.0.0-beta is available for download:

Release Notes: Release Notes-1.0.0-beta

API Ref: API Reference 1.0.0-beta

Changes:

  • [NEW] Actions: Repeat and RepeatForEver has getter/setter for the inner action (issue #1110)
  • [NEW] LayerGradient: Added “compressed interpolation” (default mode) in order to display all graident’s colors in any vector
  • [NEW-MAC] Added CC_DIRECTOR_INIT(). It is possible to create a Mac Window programatically
  • [NEW-MAC] EventDispatcher: Added support for Touch events
  • [FIX] CocosDenshion: Improved logging
  • [FIX] CocosDenshion: Fixed excessively large or negative gain values cause distorted audio in the simulator.
  • [FIX] CocosDenshion: Added guards to prevent memory corruption caused by invalid parameters
  • [FIX] CocosDenshion: Define some constants for defaults, make const parameter on buffer asynch load method
  • [FIX] CCArray: insertObjectAtIndex checks bounds (issue #1121)
  • [FIX] Director: Fixed possible crash when purging the TextureCache
  • [FIX] Layer: CCMultiplexLayer deprecated. New name is CCLayerMultiplex
  • [FIX] Particles: consumes less memory (12 bytes less per particle) and are a bit faster
  • [FIX] ProgressTimer: Consumes less memory
  • [FIX] RenderTexture: Added possibility to save buffer in any place (issue #1100)
  • [FIX] RenderTexture: re-added getUIImageFromBuffer method. Supports RetinaDisplay
  • [FIX] Sprite: flipx/flipy don’t modify the contentSize (issue #1073)
  • [FIX] SpriteFrame: setRect sets pixels too. setRectInPixels sets points too (issue #1088)
  • [FIX] Templates: ItunesArtwork renamed to iTunesArtwork (issue #1092)
  • [FIX] Templates: HelloWorld -> HelloWorldLayer and other improvements (issue #873)
  • [FIX] TextureCache: asyncObject#dealloc uses CCLOGINFO instead of CCLOG (issue #1096)
  • [FIX] TiledMap: TMX maps work with zlib compression (Tiled v0.6)
  • [FIX-MAC] Director: runLoop enables NSTimers events (issue #1107)
  • [FIX-MAC] EventDispatcher: flagsChanged is triggered correctly (issue #1066)
  • [FIX-MAC] EventDispatcher: queue & dispatch events are synced (issue #1083)
  • [FIX-MAC] LabelTTF: alignment works OK (issue #1073)
  • [FIX-MAC] Menu: Menu doesn’t hang up with invisible menus (issue #1070)
  • [FIX-MAC] Menu: Tracking “touches” works as expected (issue #1114)
  • [FIX-MAC] Templates includes AudioToolbox and OpenAL frameworks

Also, v1.0.0-beta + sprite reorder fixes is available for download:

This branch is the same as v1.0.0-beta with Araker’s reorder-sprite changes. If your game adds/removes/reorders many sprites per frame, I suggest trying this version instead.

What’s next:

  • v1.0-rc in 3~4 weeks: It will includes fixes, fixes, fixes, and Xcode 4 templates
  • v1.0 , in 6~8 weeks: It will include more fixes and fixes.

THIS VERSION INCLUDES A CRITICAL BUG FIX. Please, use this version or apply this patch.

Please, let us know if you find any bug in this version. Thanks.

 

Christchurch, New Zealand Earthquake Relief

flightless announced the following on the forum:

Hi Cocos2d forum readers,

As some of you might be aware, Christchurch, New Zealand was hit by a devastating earthquake this week and the country is in a state of national emergency for the first time ever ( photos )

Amongst other efforts, local iOS developers have banded together at http://www.appappeal.co.nz to donate 100% of their app proceeds (until at least March 5) to the New Zealand Red Cross to help the Christchurch earthquake relief effort.

Flightless and fellow NZ cocos2d developer Launching Pad Games are proud to be supporting App Appeal. Until March 5th, 100% of the proceeds of our iPhone games Top Dog: Farmyard Adventures and  Scarlett and the Spark of Life will be donated to the NZ Red Cross.

There are plenty of other great Kiwi Apps involved, including Chopper 2 by Majic Jungle Software – the complete list can be found at the App Appeal site.

Websites:

Twitter:

Please note that we’ve been in contact with Apple and while they’re supportive, due to their terms and conditions none of the iTunes App Store descriptions or supporting media can make mention of this effort or other charitable causes.

Obviously, if you’d like to donate elsewhere, find out more or help in any other way, please refer to the New Zealand Red Cross site http://www.redcross.org.nz

Games:

iPad Game of the Week, by 16 year-old developer

From App Store Facebook page:

Infinity Field

Not only Manuel created this great shooter using cocos2d, but also he is the author of many cocos2d add-ons (like CCNotifications, and the blur effect class) and contributed with many performance improvements to cocos2d.

Congratulations Manu!

Reach more platforms with cocos2d for iPhone

Not everyone in the world has an iPhone or iPad in their hands when they find out about your cocos2d for iPhone game. The cocos2d-mac project can help you reach Mac users, but what about Windows and Linux? Rewriting your source code to support these platforms requires a lot of effort that could be better spent improving your game or creating your next big hit.
To help you port your game, we’re working on a service that recompiles your cocos2d for iPhone game to run on Windows, Linux, and Mac without requiring you to change any of your source code. The recompiled game can run as a stand-alone application or in a browser addon.

Attraxxion running on Windows. Click for video.

We’re making an early developer preview of our technology available as a Google Chrome version of the cocos2d for iPhone game Attraxxion by Runaway Creations. Attraxxion is a “physics hurler” that has you putting large rocks (planets) into and out of planetary orbits. The Windows version is still very experimental, and you can only play the free “lite” version for now, but don’t despair: a full version is coming soon. Let us know what you think in the comments!
If you’d like to join our beta and have us port your game, you can sign up at apportable.com.
About the author: Collin Jackson is the founder of Apportable, a company based in San Francisco that helps iOS developers with cross-platform portability. My  forum username is collinjackson.



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