Since I started working on KoboldTouch a couple things fell into place. Mainly that it would:

Provide what Cocos2D leaves up to its users. Fixes what Cocos2D does badly. Adds what Cocos2D doesn’t do at all. Eases development with Cocos2D and accommodates actual developer needs.

While Cocos2D is moving towards cross-platform with their Javascript API, KoboldTouch will focus on adding & improving game design features.

I have a hunch most Cocos2D developers have better iOS/Mac integration and game-specific features higher up on their wish list than cross-platform. Most of you are indies, hobbyists, pragmatists and Apple enthusiasts without the need or resources to do cross-platform development.

UPDATE: KoboldTouch is now available!

KoboldTouch: Spiritual Successor

I first started working on KoboldTouch a few weeks back. I initially undersold it as a “MVC wrapper for Cocos2D”. With what I have in mind spiritual successor of Cocos2D is more like it.

It’s going to be a framework to program iOS & Mac games in, where best practices evolve naturally, where Cocoa programmers feel right at home, where beginners are not left in a void * EXC_BAD_ACCESS … and where Cocos2D is still at the heart of it.

KoboldTouch takes control over Cocos2D, to allows users to implement best practices naturally. Cocos2D provides the view, KoboldTouch provides the controllers, models and the framework to write your code in.

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KoboldTouch: MVC Wrapper For Cocos2D

On October 4, 2012, in idevblogaday, Kobold2D, KoboldScript, by Steffen Itterheim

Here’s what I’m working on. Hopefully this answers the questions I’ve been getting, in particular those about KoboldScript. And what’s happening with it, when is it coming, when can we stop using Corona SDK, etc.

UPDATE: KoboldTouch is now available!

Well then, let’s start with …

KoboldTouch

Huh, what?

Well, the short answer is: KoboldTouch is an MVC wrapper around Cocos2D.

The long answer … let me start by saying that Cocos2D is suboptimal. From a code architecture point of view. Cocos2D has no concept of structure besides views (nodes), and doesn’t encourage structure in your own code. It happily lets users subclass views in order to add data and game logic.

I can’t stop but feel helpless to see beginners learning the things we’ve abandoned 20 years ago as bad practice. Yet Cocos2D code is written by subclassing views as if it were the most natural thing to do. It’s also the very thing Apple tells you not to do.

The result are projects lacking in what is called separation of concerns. It’s not just about experience. Without a clear architectural model frequently reminding you to consider separation of concerns, anyone is more likely to end up creating a blend of design patterns at best, or worse:

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KoboldTouch – 2D Game Development

On September 14, 2012, in , by Steffen Itterheim

 

KoboldTouch brings you the best 2D game development experience for Apple’s platforms!

KoboldTouch is the only Objective-C, ARC-enabled 2D game engine built on the Model-View-Controller (MVC) design pattern. Write ambitious games with greater ease!

KoboldTouch is also a continuously evolving, customer driven game development framework for iOS & Mac OS X, designed by game industry veterans to incorporate game development best practices and decades of experience.


Learn more about KoboldTouch features and what’s in it for you:

Open the “About KoboldTouch” Page for Details


Not quite ready for KoboldTouch yet?

Fill out the KoboldTouch Survey. Let us know what you think of KT and how to make it better.


Get KoboldTouch!

KoboldTouch is available as a subscription program that entitles you to updates and support.

Choose Your Support & Updates Plan

Recurring billing may be cancelled at any time. The yearly plan is non-recurring.

Monthly

$14.95


You will be charged $14.95 every month.

Quarterly

$39.95


You will be charged $39.95 every 3 months.

One Year

$119.95


You will be charged $119.95 once. No automatic rebills.

 

60-Day Money Back Guarantee

If you’re not satisfied you can request a refund within 60-days from the date of purchase, directly via Clickbank.



Coming Soon: Learn Cocos2D 2 and Essential Cocos2D

On September 13, 2012, in Announcements, book, by Steffen Itterheim

Learn Cocos2D 2 – Game Development for iOS will finally be available on September 19th 2012. Completely updated for cocos2d-iphone 2.0, Kobold2D 2.0 and ARC.

But that isn’t all!

Essential Cocos2D – The Definitive Reference is an online documentation for cocos2d-iphone 2.0 and Kobold2D. More details soon. In the meantime, here’s a sample chapter about How Draw Order Works in Cocos2D.

UPDATE: Essential Cocos2D is now available!

What’s the difference?

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The Many Reasons Why A Cocos2D Node Won’t Show

On September 6, 2012, in idevblogaday, by Steffen Itterheim

As a cocos2d user you’ve probably encountered this before: you just added another sprite, a label, a particle effect or some other node to your scene – but it just won’t show up!

This article is an attempt at documenting the possible causes, providing steps you can take to verify and hopefully rectify the situation. You can use this as a checklist to provide help for this exact situation. Bookmark this page because you will have to use it eventually, I guarantee you.

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Learn Cocos2D v2.0 Book: It’s done …

On August 7, 2012, in book, cocos2d, Kobold2D, by Steffen Itterheim

… but not quite out yet. If you can’t wait until August 29 you can always buy the Alpha eBook version now (as PDF) and receive the final eBook version for free (as PDF, ePUB and MOBI) when it’s available.

I’ve updated the book’s product page and included links where you can download the source code for the 3rd edition.

Learn cocos2d 2 (Third Edition)

Release Date: August 29, 2012

What’s New

Cocos2D v2.0 is used throughout the book. To my knowledge this makes the Learn Cocos2D 2 book the first book to cover cocos2d-iphone v2.0.

ARC (automatic reference counting) is used exclusively in the book. All descriptions and source code projects have been updated to ARC, and 12 Cocos2D ARC-enabled Template Projects are included in the source code download. The book contains a description on how to enable ARC in a cocos2d project. Working with ARC means having to write and learn less code while being able to write faster code with fewer bugs. Win, win, win.

You can now also follow the book while using Kobold2D. Any differences between cocos2d v2.0 and Kobold2D v2.0 are explicitly mentioned in the book. In fact, you’ll have to work through less text and code if you use Kobold2D.

The book’s source code is compatible with Xcode 4.4, Mac OS X 10.8 Mountain Lion and iOS 6. It is of course also tested to work with Xcode 4.3, Mac OS X 10.7 Lion and iOS 5.

Learn more about the Learn Cocos2D 2 book here.

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Example ARC project. Pretty awesome.

When I wrote the tutorial how to enable ARC for a cocos2d project, I neglected to include an actual working project. I mean why read and follow a long tutorial if all you really need is a working project to get started with?

Therefore I decided to enable ARC in all twelve standard cocos2d Xcode project templates for both cocos2d versions (v1.1 and v2.0), both platforms (iOS and Mac OS), both physics engines (Box2D and Chipmunk) and publish them on github.

You can download the ARC-enabled cocos2d template projects either as ZIP file or TAR file.

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Learnflash: Great OpenGL ES 2.0 Tutorials & References

On July 13, 2012, in Programming, by Steffen Itterheim

Right now I’m trying to freshen up what little I know of OpenGL ES 1.1 so I’m up to speed with OpenGL ES 2.0. I keep using the old ES 1.1 functions, so I thought I’d take the opportunity to re-learn OpenGL ES 2.0 from the ground up.

This OpenGL ES 2.0 Primer is helpful if you want to gain an understanding what’s different (and cool) about OpenGL ES 2.0 when compared to 1.1. It won’t teach you how to use OpenGL ES 2.0 though. The High-End 3D Graphics with OpenGL ES 2.0 PDF covers the concepts in greater detail, and quickly runs you through all important processes from initialization to compiling shaders to shutting down OpenGL ES 2.0. Again I didn’t learn how to program but it helped me understand the GL ES 2.0 concepts.

But what I really wanted was to learn how to do things with OpenGL in the context of cocos2d. Which means I just need to draw stuff, I don’t need to know how to load textures and setup the viewport and things like that. Nevertheless, Ray Wenderlich has done a great job explaining how to create a OpenGL ES 2.0 iPhone project from scratch. And Jeff LaMarche covered ES 2.0 shaders in great detail.

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