There are many Cocos2D + Storyboard tutorials, it’s about time to do another one that’s done right. Also, this one’s backwards: we’ll start with a Cocos2D template and then add Storyboards to it. The tutorial will work for existing Cocos2D projects to which you wish to add Storyboards, too!
I’ll show you how to add Storyboards to a Cocos2D v2.1 project, with ARC enabled of course. This approach will take a little more work, but the solution will be complete and you gain a fair understanding of how things work together. Plus two custom but reusable View and Navigation controller classes, and I’ll show you what changes you need to make to the AppDelegate.
The resulting project will work with iOS 5 and iOS 6 and autorotation. The navigation and cocos view controllers are separated, and you will be able to subclass them for code customizations as is customary in Cocoa. Cool? Cool, cool, cool!
As usual you can grab the example project (Cocos2D + Box2D + Storyboards with ARC enabled) from github. I’ll also be adding a Storyboards template project to KoboldTouch in the next update, and document what’s special about the KoboldTouch solution.
Oh, only one thing … this tutorial is part of Essential Cocos2D. Head on over and enjoy!
KoboldTouch v6.2 marks the third major milestone for KoboldTouch. It also marks the longest development cycle between two updates: exactly 30 days.
That’s 30 days packed with new features, improvements and bugfixes, there’s a new development blog for the work-in-progress “Angry Trains” starterkit and slowly but surely the documentation is coming together.
So let’s check out the exciting new features in KoboldTouch v6.2:
Objective-C Box2D Physics wrapper
The Objective-C wrapper for Box2D (aka “Boxjective2D”) is now in a state that I feel very comfortable with. And proud. It’s the only Box2D Objective-C wrapper that’s both fairly complete and supported and will be continuously improved. It’s also stable, super-slick and easy to use, highly efficient without compromising integrity (ie no @private vars) and you can always access the underlying Box2D objects.
The following Box2D components are wrapped in Objective-C classes, which is about 80% of the public API of Box2D (and I won’t stop there): Continue reading »
KoboldTouch has been on sale for exactly 5 months (released: Nov 1st, 2012). Time for a “numbers post”.
Let’s start with new user signup rates and popular pricing plans before I get to reveal actual and projected revenues.
New User Signup Rate
With a build-up of anticipation, the first month is always noticably on the positive side. If you ignore that first month, you’ll notice that signup rate has been very steady from December through February when it suddenly doubled in March.
This chart shows the number of new users who signed up to any of the pricing plans, with refunds already deducted:

The actual “new user” numbers (not including refunds) for each month are:
- Nov 12: 44
- Dec 12: 15
- Jan 13: 15
- Feb 13: 16
- Mar 13: 33
I believe the reason for the influx of new users in March is two-fold: first I introduced the 1-Month billing plan in Mid-February. And around the same time frame I started hosting the KoboldTouch documentation and KoboldTouch Sales Pitch on www.koboldtouch.com. Continue reading »
This is a guest post by Nat Weiss, author of the cocos2d-iphone RPG Game Engine and the cocos2d-x Paralaxer Game Kit. Today he shares his experience working with the two most popular cocos2d game engines, and explains how and where they’re different.
He also needs more beta-testers for his latest game: Awesome Heroes Arena.
Over the last year, my bro Kristopher Horton and I have been developing a realtime Multiplayer-Online Battle Arena (MOBA) game for tablets with cocos2d-x. The game’s called Awesome Heroes Arena and we are finally at the point of taking on beta testers: here’s the beta sign up if you are interested.
Steffen thought it would be interesting if I shared some thoughts on switching from cocos2d-iphone to cocos2d-x. What’s it like? What things do I miss?
Why did we choose cocos2d-x?
Or so goes the argument. Still.
I wish Apple would just pull the plug and completely remove MRC support from LLVM. I’m getting tired, annoyed and sometimes angry when I browse stackoverflow.com and frequently find MRC code samples containing one or more blatant memory management issues.
Before I rant any further, this article is about testing the performance difference of ARC vs MRC code. I provide some examples, and the updated performance measurement project I’ve used before for cocos2d performance analysis, and the results of the full run at the bottom. I also split it into both synthetic low-level tests and closer to real-world algorithms to prove not one but two points:
ARC is generally faster, and ARC can indeed be slower – but that’s no reason to dismiss it altogether.
Measuring & Comparing Objective-C ARC vs MRC performance
Without further ado, here are the results of the low-level MRC vs ARC performance tests, obtained from an iPod touch 5th generation with compiler optimizations enabled (release build): Continue reading »
The game I worked on called YETIPEE is now available worldwide in the App Store. YETIPEE is the english version of YETIPIPI.
Previously it was only available to german users. Now you have no more excuses – get the game!
If you’re interested to learn more about the technical details of this game, check out the YETIPIPI postmortem.
I wrote iCanSleep after I couldn’t find a tool that matched my requirements.
Both Caffeeine and InsomniaX rubbed me the wrong way – the former does not allow the display to sleep (WTF? Who would want that?) and the latter prevents sleeping altogether (WTF? I can set Energy Saver settings to “Never” myself, thank you).
To be fair: both tools have some merit, just not for me. Specifically InsomniaX has features for MacBook Pro users.
What I wanted was a tool with customizable “no sleep” duration, and not the 5-30 minutes, 1, 2 and 5 hour option of Caffeine, or none as with InsomniaX.
One that
Continue reading »








