Cocos2D v2.1 and Storyboards: Done Right!

On May 17, 2013, in idevblogaday, by Steffen Itterheim

Screen Shot 2013-05-17 at 01.05.51There 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 now available!

On May 2, 2013, in idevblogaday, KoboldTouch, by Steffen Itterheim

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):

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Everyone knows how to add a UIView to an iOS app built with cocos2d-iphone. It’s straightforward, just create the view and then call:

There. Now suppose you want to do the same on Mac OS X. HA! HA! Hawww!

Cocoa’s laughing at your feeble attempts. It’s really just Cocoa’s fault though. Having done a fair amount of work with both SDKs, the Cocoa on OS X just feels … old. Backwards. Confuscated. No, not confusing, literally confuscated – it can’t even spell confusing like everyone else does.

But … there is always a way. On OS X it’s just more often than on iOS a matter of finding the right way. It can be done. Here’s proof:

The Right Way™

The trick here is to create an additional “overlay” NSWindow that’ll hold all of your views. Actually, it’s not the overlay window it’s the overlay window’s content view, which is just an empty NSView. But first things first, step by step.

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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.

Awesome Heroes Arena beta screenshot

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?

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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):

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YETIPIPI / YETIPEE now available worldwide!

On March 19, 2013, in Announcements, by Steffen Itterheim

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.

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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

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