The Cocos2D Linkvent Calendar 2010

On November 20, 2010, in Announcements, cocos2d, Marketing, by Steffen Itterheim

You may have heard about the Appvent Calendar by Blacksmith Games, creators of Floop and Plushed. From that idea emerged the popular Free App A Day website.

I thought, maybe I can take this idea and transform it into something slightly different: the Cocos2D Linkvent Calendar 2010. The idea being that I publish a blog post every day in December 2010 – you know, the month that ends after 24 days in that culminating event that will crash the App Store and end humanity’s existence. Or so I’ve heard. Each blog post will link to your website, blog post, tutorial, product, open source project or whatever else that might be of interest specifically to Cocos2D for iPhone developers, as long as it is “your thing”.

As my blog is closing in on 5,000 visits a week and my Twitter account is followed by over 1,400 hummingbirds and more and more of my book readers will come here and check out the site, I think that would be a nice gift to anyone who is interested in receiving some traffic from me. What you do to deserve a link is up to you. This is your chance to make your blog better known, or even kickstart it. The better and more relevant the content is to Cocos2D developers, the better your chances are that some of this traffic will stick, in form of return visits.

What you can do

Just to give you a few ideas:

  • write a postmortem of your game, and your game will surely get a few extra sales as well
  • open source your previous game’s source code, and in turn announce your new project
  • lower the price of your commercial product on that day
  • receive more attention for your technical essay about some aspect(s) of Cocos2D
  • write an awesome tutorial, for example about integrating UIKit controls in a Cocos2D project

The only thing that’s important is that the article, website, product, game, etc. is somehow relevant and of interest to Cocos2D developers. So if you “only” have a game made with Cocos2D, you should spice that up by, for example, talking about your development experience or explaining how you solved some tricky aspects of the game’s source code, including examples.

Accepting Offers Now!

I’m accepting offers now and until all 24 slots are filled, while holding a few reserve slots just in case. Please send all link requests by email to linkvent (at) learn-cocos2d.com – you don’t want to spoil the fun by posting it as a comment!

Also, you can reserve a slot by letting me know what you have in mind and are going to do, without actually having to have something to link to right now. You should be able to prepare and publish your content by early to mid December though.

I probably can’t answer all request, but if I do include yours then you’ll get a notice when I’ll publish it. Keep in mind that I will publish posts on midnight Central European Time (CET) (UTC+1), so you may have to factor in time zone differences.

Note: this is all about helping individual developers and products receive the attention they deserve while giving Cocos2D developers some useful information to digest. For that reason, I won’t link to posts on forums, wikis or other aggregating sites, to Apps on iTunes or to a code repository with just some files in it. There ought to be something to read, a little guidance if you will, and it should come from you, and it should be connected to you by putting that up on your blog or website. You can then of course link from your post to wherever you like.


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17 Responses to “The Cocos2D Linkvent Calendar 2010”

  1. daniele says:

    cool. thx you.

  2. fandang0 says:

    nice move! thanks!

  3. Panthep says:

    Hi,

    I just installed the template of cocos2d 0.99.4 but when I’m clicking Build and Run it’s show me the msg: error: There is no SDK with the name or path ‘iphoneos4.0’.What should I do for this error?

    • Right click the project in the groups & files pane, select Get Info. On the general tab, at the bottom, set the Base SDK to “iOS Device x.x”. The x depend on which iOS SDK you have installed, probably 4.1 or 4.2.

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