cocos2d Book, Chapter 6: Spritesheets & Zwoptex

On July 30, 2010, in Announcements, book, cocos2d, by Steffen Itterheim

Chapter 6 – Spritesheets and Zwoptex

In this chapter the focus will be on Spritesheets (Texture Atlas), what they are and when, where and why to use them. Of course a chapter about Spritesheets wouldn’t be complete without introducing the Zwoptex tool. The graphics added in this chapter will then be used for the game created in the following chapter.

The chapter will be submitted on Friday, August 6th.

Anything about Spritesheets you always wanted to know?

Just let me know. I’ll be researching what kind of issues people were and are having regarding Spritesheets. I want to make sure that they are all covered in the book.

Please leave a comment or write me an email.

Summary of working on Chapter 5 – Game Building Blocks

I finally found a better title for the chapter. A big part is about working with Scenes and Layers. A LoadingScene class is implemented to avoid the memory overlap when transitioning between two scenes. Layers are used to modify the game objects seperately from the static UI. I explain how to use targeted touch handlers to handle touch input for each individual layer, either swallowing touches or not.

The issue of whether to subclass CCSprite or not is discussed and an example is given how to create game objects using composition and without subclassing from CCNode and how that changes touch input and scheduling.

At the end the remaining specialized CCNode classes such as CCProgressTimer, CCParallaxNode and the CCRibbon class with the CCMotionStreak are given a treatment.

As you can see from the pictures, I’m also making good progress at becoming a great pixel artist. Only I have a looooooong way ahead of me still. But I admit, the little I know about art and how much less I’ve practiced it, I’m pretty happy about the results and having fun with it. The cool aspect of it is that this should be instructive art. It doesn’t have to be good. So I just go ahead and do it and tend to be positively surprised by the results. I’ll probably touch this subject in the next chapter about Spritesheets: doing your own art. It’s better than nothing, it’s still creative work even if it may be ugly to others, and it’s a lot more satisfying to do everything yourself, even if it takes a bit longer and doesn’t look as good. At least it’s all yours, you’re having fun, and learn something along the way. And you can always find an artist sometime later who will just draw over your existing images or who replaces your fart sound effects with something more appropriate.

Btw, if you’re looking for a decent and free image editing program for the Mac, I’ve been using Seashore for about a year now and I’m pretty happy with it.

I just stumbled across this …

On July 29, 2010, in cocos2d, by Steffen Itterheim

Google Sponsored Link: Cocos2D Explained

The iPhone Game Kit:

Currently 50% off at $49.

It says: What You Get:

  • an iPhone Game Dev Book
  • complete game source code
  • cocos2d
  • lots of game art
  • publishing guide
  • free upgrades for life

Site is hosted on two different domains: and

My thoughts

I tried the game and it seems to be a ISO Map RPG style hack and slash game. It’s probably ok for a starting project if you plan to do a RPG hack & slash. Most of its content seems to be prebuilt tilemaps. From a technical perspective the combat system and D-Pad controls could be interesting.

My impression: impressive marketing effort. Effective sales pitch. Typical single-product sales pitch website (no relevant free content) which makes me cautious though. Including free cocos2d and free game art in “what you get” bullet-point list is technically correct but misleading. Info about the guy behind this is unimpressive (made a game in 1995?). But there’s a forum and questions get answered.


I bought it, skimmed over the code. Clearly structured, consistent coding style. The PDFs are aimed at beginners and they are well written, overall 144 pages. Over 4,000 lines of code and plenty of assets used by the game. It’s not a bluff package and a serious amount of work has been put into this.


The key point to take away is this: he is marketing it directly for beginning cocos2d developers: “You get to Learn Cocos2D”. But the iPhone GameKit is from my point of view most interesting to those who want to create a hack & slash RPG for iOS devices in general and learn how to use CCTMXTileMap specifically.

Tagged with:  

[Solved] weird scene changing bug…

On July 27, 2010, in cocos2d, by Steffen Itterheim

I need help. I’ve run into strange problems with a very simple cocos2d v0.99.4 project created from the cocos2d project template. It’s two scenes with a layer each, much like the regular HelloWorldScene layer. Each scene is simply supposed to replace itself with the other scene, on touch. What happens is that the first scene started with runWithScene is never deallocated after the first scene change. So it stays in memory and keeps receiving the touches, which means a touch is always behaving as if switching from the first to the second scene.

What’s more, if I add the onEnter and onEnterTransitionDidFinish methods to the first scene, without adding any code to them, the first scene/layer doesn’t receive any touch events at all. The second scene doesn’t show this behavior and works fine with these methods implemented.

Maybe I’m just overlooking the very obvious, if you could take a look and let me know if there’s anything I’m doing wrong with this code please let me know! Thank you.

Download the code here: ScenesAndLayers02

Tagged with: Website Statistics

On July 27, 2010, in Announcements, Marketing, by Steffen Itterheim

Over 9,000 visits in the past month with 40% new visits. 40% of that traffic is driven by google, close to 30% is direct traffic (which I believe includes Twitter) while sends less than 10% of the total traffic. My own and recently neglected blog (last post May 23rd) still sending about 5%.

I am having a hard time making anything out of it actually, I have been running only one other notable website before and the focus and traffic stats were wildly different. If anyone would like to share and compare numbers I’d be happy to do so. Especially I’m interested if the ratio google vs direct traffic vs is comparable to your numbers, or possibly totally different. I also don’t know what numbers can be considered good, ok or bad numbers, especially in context of cocos2d related websites.

The short little peak on July 10th was when I sent out the Newsletter announcing the closed sales period of the Starterkit, the plateau on July 19th was coming from the public announcement of the Starterkit. It’s notable that both resulted in the same number of visits but the Newsletter spike was very short-lived since most people are reading their emails within 24 hours. A funny self-made statistic: I’m able to convert approximately 0,0034% of website visitors to Starterkit customers. How is that for a conversion rate?

I did notice two things, which both surprised myself. One is how accounts for less than 10% of the total traffic. The only time I saw a real spike in traffic from was with the blog post announcing the Learn cocos2d website. That’s when the website was all fresh and new, and everyone went there at once to check it out. Interestingly, that wasn’t a spike followed by a severe drop-off by several hundred %, instead it created just over twice as many visits as the website gets on average anyway. The other thing I’m stunned to see is how the total number of visits curve over the whole time is astoundingly flat, especially for a website which is less than 3 months old:

Double-Rainbow all the way! But what does it mean?

I have no idea, mostly because I have nothing to compare it to. Maybe you have some thoughts or website statistics you’d like to share?

Here are the full learn-cocos2d Google Analytics results from the last 30 days as PDF:


I hope you’ll find that interesting. I know, it’s data alright … boooooring. 😀

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While helping others solve their cocos2d project issues over the past year it became obvious that many projects have at least one major problem in one of these areas:

  • memory management
  • resource management
  • code structure


Memory management issues normally range from allocating too much memory, either by loading too many textures up front which are only going to be needed later, or by memory leaks such as scenes not deallocating when switching scenes. Resource management problems range from not adding the right resources to the right target, often resulting in increased App size because resources are added to the bundle but never used by the App. It could also mean loading identical resource files except that they have different filenames (copies?), using up additional memory. Or not tightly packing sprites into Texture Atlases but instead using one Texture Atlas per game object – while this is understandable from a standpoint of logical seperation it does waste opportunities for optimization.

Finally, code structure or lack thereof regularly leads to “everything in one class” code design which is most likely an evolutionary process rather than intentional. It’s not uncommon to see classes with thousands of lines of code, sometimes even going past 10,000 lines of code in one class. Other things are using too many CCLayers without them adding a clear benefit, for example just to group all nodes at a specific z order together or to group them by functionality, eg one layer for enemies, one for players, one for background, one for UI, one for score, one for particle effects, and so on – without any of these layers being used for what they’re really good at: modifying multiple nodes at once, like moving, scaling, rotating or z-reordering them. And of course there’s the copy & paste hell, large blocks of code reproduced in various places only to modify some parameters instead of creating a method which takes the modifiable parameters as arguments. Even professionals I worked with got so used to doing that it became hard just to overcome the resistance of letting go of old habits. But they learned.


Nothing of this code design and structuring strikes me as odd or surprising. I’ve written code like this myself. I also believe if it’s good enough and works, then why the hell not? It’s a matter of experience and it’s only with experience that you clearly see how to improve things. This boils down to the regular learning curve where only training and tutoring and just simply making mistakes and learning from them helps in the long run. That’s how we learn things.

On the other hand, the things like Memory and Resource Management can also be learned but they have a different nature. They can be statistically assessed, they could be calculated and verified automatically. This makes me wonder if there isn’t some kind of automation and information tools that would help developers achieve better results in terms of memory usage and resource management? In the meantime it’s all about raising awareness …

Raising Memory Awareness

Most importantly I think we need to raise more awareness to these issues to cocos2d developers. One step towards that would be for cocos2d to display a “available memory counter” alongside the FPS counter. I used to patch CCDirector to simply display memory instead of FPS since that was always more important to me. Fellow cocos2d developer Joseph sent me his version to display both – I simply didn’t think of the obvious. So if you’d like to see FPS and available memory next to each other I think you can handle the changes to CCDirector outlined here:

Raising awareness to leaking Scenes

In addition I highly, strongly and with utmost reinforcement (without pulling out a gun) recommend to cocos2d developers to frequently check your scene’s dealloc methods. Preferably add a breakpoint there, or at the very least add the logging line: CCLOG(@”dealloc: %@”, self). If you want a more visible but less intrusive method you could do something like flashing the screen or playing a sound whenever the last scene is deallocated, so that you get so used to it that when you’re not seeing or hearing it anymore it immediately raises your attention.

If at any time during the development of your project the dealloc method of a scene isn’t called when you change scenes, you’re leaking memory. Leaking the whole scene is a memory leak of the worst kind. You want to catch that early while you can still retrace your steps that might have caused the problem. Once you get to using hundreds of assets and thousands of lines of code and then realize the scene isn’t deallocated, you’ll be in for a fun ride trying to figure out where that’s coming from. In that case, removing nodes by uncommenting them until you can close in on the culprit is probably the best strategy, next to using Instruments (which I haven’t found too helpful in those cases).

I ran into such a problem once because I was passing the CCScene object to subclasses so that they have access to the scene’s methods. The subclass retained the scene and was itself derived from CCNode and added to the CCScene as child. The problem with that: during cleanup of the scene it correctly removed all child nodes but some of the child nodes still retained the scene. Because of that their dealloc method was never called, and in turn the scene was never deallocated.

cocos2d Book, Chapter 5: Getting bigger and better

On July 23, 2010, in Announcements, book, by Steffen Itterheim

Chapter 5 – Getting bigger and better

The gist of this chapter will be to discuss the simple game project from the previous chapter. I threw everything into one class, clearly not what you want to do for bigger games. But getting from one-class to real code design is a big step which some hesitate to take. I’ll make that easier and discuss common issues and their solutions, such as what to seperate, what to subclass from and how you can have all the seperated objects communicate with each other and exchange information in various ways.

A big topic will of course be how to take advantage of cocos2d’s scene hierarchy and which pitfalls it may have when moving from a single-layer game to one which has multiple layers and even multiple scenes.

As for the chapter title I’m not so sure if that’ll be it. Maybe along the way while I’m writing I’ll change it. Suggestions welcome!

The chapter will be submitted on Friday, July 30th.

What’s your take on good cocos2d code structure?

Did you ever struggle with cocos2d design concepts? Or the cocos2d scene hierarchy? Or how to layout a scene and divide your game into logical parts? Tell me about it.

I know theses questions are somewhat generic to ask. It’s about the things that don’t feel right but there doesn’t seem to be a better, more obvious way. I think we all know some of those, if you do, be sure to tell me! Leave a comment or write me an email.

Summary of working on Chapter 4 – First simple game

The game I chose to make is called Doodle Drop and features dropping spiders and an accelerometer controlled alien trying to avoid the spiders. All in all it got divided into 8 concrete steps. Lots and lots of code comments, too.

It starts simple enough, adding resources to Xcode and adding sprites. It gets more gameplay-esque when the accelerometer-driven player controls got tweaked to provide acceleration and deceleration of the player object. In contrast, the spiders movements are driven only by actions.

I introduce you to two undocumented features of cocos2d, namely CCArray which is since v0.99.4 used to store all children of a node. The other are the CGPointExtension class which has all the functions normally provided by a physics engine, however not every game should link a physics engine just because one needs those math functions. That’s why CGPointExtension comes in handy.

With the ccpDistance method the collision checks are done. Simple radial collisions, and in debug mode the collision radii are drawn too.

In between the CCLabel for the score got replaced with a CCBitmapFontAtlas, because it killed the framerate. I shortly mentioned Hiero and how to use it in principle but for all the details there was no room. But while I was at it I created the Hiero Tutorial.

At the end of the project I added some polish which isn’t described in the book (too many details) but really adds to the game’s look and feel. The spiders drop, hang in there, then charge before dropping down, all done using actions. I’ve also added the thread they’re hanging from using ccDrawLine. And then there’s a game over label which shows even more action use.

One of the principles I followed is to stay away from fixed coordinates as much as possible. So the project, once finished, did run just fine on an iPad. Although the experience is a different one, there’s more spiders dropping and they drop faster but there’s also more safe space to maneuver to.

Oh and, the game art is all mine. Yes, I know … but Man-Spiders do have just six legs! :)

I’m pleased to announce that the Line-Drawing Game Starterkit is finally available for sale! It’s a source code project for anyone interested in developing a line-drawing game. The gameplay is modelled after the famous Flight Control game. The Starterkit works with the latest cocos2d v0.99.4 version and will at the very least receive compatibility upgrades for future cocos2d versions.

Hop on over to the product page to check out the feature list, the API documentation and a source code sample. You can also download the Starterkit App for iPhone from iTunes. The iPad Edition is still in approval.

Note: for the reminder of July 2010 you can get the Starterkit at an introductory price for only $179!

Positioning of the Starterkit

I’m sorry that you’ve had to wait one and a half months compared to the initially planned release date of June 1st. I double and triple checked every decision I made and you can see some of the results on the Starterkit product page.

I’ve also decided to increase the regular price from the initially intended $199 to $299 effective from August 1st, 2010. One of the reasons being that I initially planned to have multiple licenses including Indie and Commercial ones. I thought long and hard about positioning the Starterkit and eventually decided to sell only Site Licenses. For the individual developer it costs a bit more but for small and commercial teams it’s great news, and small teams and established, dedicated developers is who I am targeting. Those who really appreciate the value of commercial source code saving days and weeks of research and development, and all the trouble, sweat and pain associated with it. And I’m here to help if you have any questions regarding the Starterkit’s source code.

I don’t have plans to make another Starterkit and in all likelihood it will remain the only commercial cocos2d-related product for the remainder of this year.

Book Chapter about Line-Drawing Games

For those who are disappointed about the new price, either grab the Starterkit before August 1st or wait until December for the Learn iPhone and iPad Cocos2D Game Development book I’m writing. It will contain a chapter covering some of the basic aspects of a line-drawing game but without the finer details and complex interactions conveyed in the Starterkit. It’ll be Chapter 12 so in about 8 weeks (Mid-September) I’ll mention it in my weekly book chapter posts.

Closed Sales Period, Summary of

And here’s for transparency: exactly 10 days ago I informed the 668 subscribers of my Newsletter of the closed sales period. The password-protected Starterkit product page received just over 200 unique visitors. During the last 10 days I made 9 sales amounting to about $1,530 with Plimus’ 5% fee already deducted but obviously before tax. All sales were made within the first 4 days after I sent the Newsletter and for the last 6 days sales were absolutely zero. Although I’ve been in contact with several interested parties who didn’t want to or simply couldn’t buy it right now for various reasons. If you’re one of them: you’ll get it for $179 no matter when you make the purchase, just contact me beforehand.

Right now I’m curious to see how sales will be now that the Starterkit is publicly available.

Starterkit Promotion

I’d appreciate if you would tweet and re-tweet this post and mention the Starterkit to all fellow cocos2d-sians! If you would even go so far as writing a serious and honest review on your blog, please get in touch with me.

Just don’t test the waters by mentioning the Starterkit in the cocos2d community forum.

Stance Lance

I wish Ricardo had taken the time to be considerate and then talked to me instead of running off making an assumptive, excessive, and for the most part irrelevant (off-topic) stance post which only served to cause a big commotion among his community while allowing his forum rule “Treat people with respect.” to become a farce.

In Conclusion

In hindsight I’m glad that the whole thing got me thinking in so many new directions. Most importantly it got me in contact with a lot of developers who consciously don’t post on the cocos2d forum. To get those encouraging words and positive feedback and gaining interesting insights from other developer’s perspectives – especially those who tag along silently – really helped me understand the cocos2d development community better. Thank you, you know who you are!

The whole shebang also served as a great motivational factor to pour my everything into the cocos2d book, which came at just the right time to let off steam in just the right way. I’m writing it to be the cocos2d documentation it deserves and the one I always wished it had. I can’t even begin to describe how satisfying it feels to write this book. So much in fact that it hurts to stop writing every time I reach the 27 pages each chapter is expected to have. :)

cocos2d Book, Chapter 4: First Simple Game

On July 17, 2010, in Announcements, book, cocos2d, by Steffen Itterheim

Chapter 4 – First Simple Game

After Chapter 3 covered the fundamentals of the cocos2d game engine, this chapter will put to use what you’ve learned. The simple game is all about droping enemies that you have to avoid via accelerometer controls. Sort of like an inverse Doodle Jump. But it’s not just about the gameplay itself, I want the game to be reasonably complete with a main menu, scene transitions, game over and of course audio.

The chapter will be submitted on Friday, July 23rd.

Do you have any suggestions for the game?

What do you think should be in a first cocos2d game? Let me know!

Summary of working on Chapter 3 – Essentials

When I started the chapter I wasn’t really sure about its focus and progress was a little slow. Eventually it clicked and I found myself ending up having written more pages than needed and still having a great number of things left untold. The key was looking at the cocos2d API reference documentation and remembering what it was like when I was a beginner. Sure, every class, method and property is there but for a beginning cocos2d developer the API reference is just a huge list of names. In other words, if your experience was or is anything like mine was, it’s frustrating to work with the API reference.

I ended up writing about the cocos2d engine design and its scene graph first, the remaining 80% of the chapter explain in detail with lots of code samples how to use those darn CCNode classes. All the important ones are covered: CCNode, CCScene, CCLayer, CCSprite, CCLabel, CCMenu, CCMenuItem* as well as the Director, Transitions and Actions. Besides the code samples and how-to I’ve added numerous caveats, common mistakes, best practices and other nodes which are so very much needed to make any documentation complete.

For example, how Layers are best used for grouping other nodes together and of course how to enable touch and accelerometer input by adding the required functions which aren’t mentioned in the API reference since they are part of the iPhone SDK API. There’s also some weird recommendation floating around not to use too many Layers because they’re slow. I can’t find the source but what I did find was that this is only true if the Layers enable touch or accelerometer input, because that’s what costs a lot of performance. So what you don’t want to have is several layers accepting input, otherwise use as many Layers as you need – which shouldn’t be many anyway. And if you do need multiple Layers accepting input, why not just use one master Layer (possibly using a Targeted Touch handler) which forwards the input events appropriately to the other Layers?

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