If you ever wanted to build your own 2D top-down view train driving game, here’s … well, the things you need to consider plus a rudimentary source code example. Because a train following tracks is not as simple as it might seem, unless you restrict curves and switches to 90° angles and allow only very short cars and locomotives.
Here’s a video of my example project. Any stuttering is due to the screen recording software taking a toll on my system combined with the video playback framerate not rendering 60 fps (I assume it’s the standard 24 or 30 fps for Youtube videos). The video shows a sequence of three runs with a medium curve radius, a large curve radius and a ridiculously small curve radius. The yellow line indicates the track being followed by the axles, the purple line indicates the car chassis position (center point between axles). Continue reading »
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To put it in Apple’s words: “Taking Cocos2D to a whole new level.” I can’t brag with 200+ new features though I have a few in store that should make a big bang for no bucks!
So, here speaketh the market crier for Kobold2D. What’s new and noteworthy about this version of Kobold2D, you ask?
Built-In Gesture Recognition
Recognizing gestures has never been this easy. No (speak: zero) iOS SDK knowledge required! All gesture recognizers provided by the iOS SDK are implemented:
Tap, Double-Tap, Long-Press, Swipe, Pan, Rotation and Pinch.