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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Kobold2D v2.1 now available!

On February 23, 2013, in cocos2d, Kobold2D, by Steffen Itterheim

I am so very happy to … no, actually I’m relieved Kobold2D is working fine again with the latest Xcode 4.6, including iOS 6 autorotation fixes and the FIX_CATEGORY_BUG issue. Being happy is reserved for whenever I’ve added something nice to KoboldTouch.

Of course I updated cocos2d-iphone to version 2.1-rc0a (on first sight that version looks like being encoded in hexadecimal). Which meant I also had to update cocos2d-iphone-extension to whatever is the current development version – which must be somewhat above 0.21 but that’s hard to tell because there’s no reference of a version number anywhere.

Also updated Chipmunk (6.1.2) and obviously that had to be followed by updating Chimpunk (oh there it is again – my favorite typo today) SpaceManager v0.2.01.

Lastly Admob was playing hard to catch. And it has grown awfully huge, comes with several of Google’s other SDKs as well. Given the dwindling interest in ads by game developers I just pulled the plug and removed AdMob. You can still add it back in to your project according to Google’s instructions though.

That said, here’s the download link for Kobold2D v2.1. Here’s the link to the Release Notes.

I’ll make another update when cocos2d 2.1 is final. The next version is dated for “March” according to the Changelog, but that’s going to be another release candidate. I didn’t want to hold off on updating Kobold2D for the cocos2d 2.1 final version.

PS: There won’t be anymore updates to the Kobold2D v1.x branch.

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Essential Cocos2D is now available for free!

On February 7, 2013, in idevblogaday, by Steffen Itterheim

The cocos2d-iphone reference documentation project dubbed Essential Cocos2D is now available for free. It is no longer bundled with KoboldTouch.

This is just one aspect of several upcoming changes I will be making to KoboldTouch over the next days. I removed Essential Cocos2D from the equation because after the first 3 months as well as the KoboldTouch survey it became clear that KoboldTouch should be all about KoboldTouch – both from my side & my motivation as well as what (potential) customers are interested in.

Instead of adding more hassle to the mix by turning it into a paid eBook project I decided it’s probably the best for everyone to give it away for free.

Essential Cocos2D caused a conflict of interest by taking time & energy away from developing KoboldTouch and its documentation. Now I’ll be using Essential Cocos2D as the container (and easily browsable one too) and inspiration for the in-depth Cocos2D articles I’ll continue to write infrequently for my iDevBlogADay posts.

www.koboldtouch.com

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When you embark on a project, the first thing a developer ought to do is to run some basic math. Especially if you already have some specs regarding the number and sizes of assets. Because otherwise you may end up trying hard to work around a memory related issue which perhaps even modern desktop computers would struggle with.

So today, I’ll do some math for you, the things you should consider before starting a project or adding one more of those big new shiny features to your app. Kind of like an addendum to my popular article about memory optimization and reducing bundle size.

How much wood texture would a woodchuck choke on if a woodchuck could choke on wood textures?

A texture is an in-memory representation of an image made up of individual pixels. Each pixel uses a certain amount of memory to represent its color. A texture’s memory size is therefore simply the product of width * height * sizeof(color).

Before I go any further, I like to stress it again: the size of an image file is much smaller than the size of the texture generated from the image. Don’t use image file sizes to make memory usage estimations.

Most common are 32-Bit and 16-Bit textures which use 4 and 2 Bytes respectively per pixel. A 4096×4096 image with 32-Bit color depth therefore uses 64 MB memory. Let that sink in for a moment …

At 16-Bit it only uses half of that, though without color dithering (TexturePacker does this for you) this might not look too good depending on the image.

This is pretty much what you’re stuck with unless you export textures as .pvr.ccz. Not only does this format load tremendously faster than PNG (not to speak of JPG which are unbearably slow to load in cocos2d), the .pvr.ccz format also reduces the texture memory size because the texture can stay compressed in memory.

It’s extremely difficult to estimate how much smaller a PVR texture’s memory footprint will be without actually giving it a try. But you can expect anywhere between 10% to 50% reduction.

To the non-power-of-two!

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Screen Shot 2013-01-17 at 01.46.23I’m currently working on a new tilemap renderer for KoboldTouch.

I now have an early version that’s fairly complete and does most of what cocos2d’s tilemap renderer can do. Pun intended: yes, cocos2d’s tilemap renderer really doesn’t do all that much: load and display tilemaps with multiple layers.

In fact my current implementation is one step ahead already:

KoboldTouch’s tilemap renderer doesn’t require you to use -hd/-ipad/-ipadhd TMX files and the related (often hard to use or buggy/broken) TMX scaling tools. Just use the same TMX file designed for standard resolution, then simply provide just the tileset images in the various sizes with the corresponding -hd/-ipad/-ipadhd suffixes. The tilemap looks the same on a Retina device, just with more image detail.

Performance Comparison

Anyhow, I thought I’ll do some quick performance tests. I have a test map with 2 layers and a tiny tileset (3 tiles, 40×40 points). I’m comparing both in the same KoboldTouch project, using the slim MVC wrapper (named KTLegacyTilemapViewController) for cocos2d’s tilemap renderer CCTMXTiledMap.

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I already blogged about scaling node positions with display resolution. This feature is now built into KoboldTouch. Time for a demonstration before I get back to work on an improved Tilemap renderer:

The cool thing about KoboldTouch autoscaling is that it works transparently. Your nodes will be positioned relative to the design resolution, for example 480×320. The nodes will continue to use the same position on any device! So you just develop these nodes’ positions and their movement as if they were always on a 480×320 device. It’s that simple.

It also works for movement of any kind, be it CCMove* actions or manually updating the position property every frame. Moving nodes continue to move seemlessly even when you rotate the device.

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