For the past two weeks I’ve been running a Cocos2D Developer Survey. As of today, 236 developers started the survey and 189 finished it completely. That’s 80% despite the many questions they had to answer.
Here are the results with my observations. I started the survey also to see if I was on track with KoboldTouch, and whether certain assumptions hold true. Specifically I had a hunch that cross-platform development is only perceived to have great value or appeal. Let’s see if I was right.
Click on each image for full resolution.
Who are you?
I was very curious how many cocos2d developers consider themselves to be hobbyists and indies compared to professionals, who either work for a mobile developer or are taking on freelance jobs as one.
Almost half of those who answered the survey are hobbyists. Nearly 30% consider themselves indies who make a living making mobile games. This is great! Continue reading »
Continue reading »
It’s hard to find the right words to describe the launch of KoboldTouch. I can’t think of anything else but WOW! right now.
I can’t wait to hear what you have to say about KoboldTouch, and then act on your feedback.
For those who were just waiting for the launch:
Sign up on the KoboldTouch product page to get access to KoboldTouch and Essential Cocos2D.
The rest of this post is a summary of what I wrote before on these two-products-in-one. Actually, I think of KoboldTouch & Essential Cocos2D as being much more a service than products. And it’s a full time commitment from myself.
This calls for music!
I like to take a moment and explain what the development process of KoboldTouch will be, and how you will influence the direction of KoboldTouch. But first, let’s have a look what I have planned for the initial version:
First Goal: KoboldTouch equals Cocos2D
To be completed in November, the main goal is to allow users to use the MVC framework of KoboldTouch with all features of Cocos2D, minus a few exceptions (odd features like CCMotionStreak).
You should be able to write Cocos2D apps with Cocos2D features entirely within the KoboldTouch framework. You’ll experience the KoboldTouch API design goal “feels like Cocoa”.
The first version’s features will be:
- Controller/Model Framework wrapping Cocos2D views
- View Controllers for “view” nodes, minus exceptions (see below)
- Scene Transitions
- Scheduled updates (Step methods in KT)
- Touch & Accelerometer input controllers
- Mouse & Keyboard input controllers
- Simple Audio Controller
- Simple Model Classes
- Archiving & Unarchiving Model Classes
- Basic “Hello World++” Example Project
This first version will be KoboldTouch v6.0. Continue reading »
Continue reading »
These questions are not unlike giving a list of features or requirements and then asking Is potential partner A better for me than potential partner B? And some are closer to asking the general public a very subjective question that requires intimate knowledge about the person who is asking: With whom will I have better sex, A or B?
Well … while there’s a checklist of features that A and B may or may not have that might have some influence on the decision, more often than not your choice depends a whole lot more on whether it just feels right.
You may feel attracted to A because A is so reasonable and the support is responsive and helpful, or you may simply find yourself attracted to how B is open to everything and free of charge. You may also find that despite A or B lacking a specific feature you crave, other aspects that you didn’t even think of more than make up for it. Features aren’t everything, more important is the spirit and ease of use.
Not uncommonly a fully featured game engine (or partner) with all bells and whistles may turn out to have a really steep learning curve, many restrictions, limitations, policies, quirks while “free” may cost you a lot more than you bargained for.
Following is my game engine dating advice that you can take to places like MobileGameEngines.com to make your pick. These are the things that I consider the most important when choosing a game engine for small projects, and that is irregardless of the type of game I might want to develop.
Most developers have heard of the phrase “Eat your own dog food”. It refers to the habit of actually using what you’re creating.
A typical example would be a company building Yet-Another-Issue-Tracking-Tool™ while using said issue tracker to manage their Yet-Another-Issue-Tracking-Tool™ project. And you’ll surely have heard of a game engine that was initially only developed as a necessity to build a game, then polished and released to the public to great success, while the developer continued to create games with his own engine.
Dogfooding is considered a good practice, actually a best practice. You know that the tool you’re building works, and that it satisfies your needs.
But “your needs” is also the achilles heel of dogfooding, and it’s just a small step away from forever “perfecting” your product (known as “gold plating”). So sooner or later, you’ll have to do some catfooding, too. Meaning: to feed the user’s needs. Continue reading »
Continue reading »
A new episode of the Cocos2D Podcast is now live. This time we’re joined by Daniel Sperl, author of the Sparrow Framework Objective-C game engine for iOS which is based on the ActionScript (Flash) API design.
Note: the Sparrow website is currently reported as “possibly malware” by Safari and Google. The culprit has been removed and the site is safe to visit. Read this blog post for more info about what happened.
Daniel has a secret he shared with us even though he couldn’t really say any details until the official announcement in a few weeks. Cocos2D also gets a couple honorable (or dishonorable) mentions as we compare it with Sparrow Framework, and come to the conclusion that documentation-wise it is leaps and bounds ahead of Cocos2D.
Previous Cocos2D Podcast: Marketing your App
I forgot to blog about the previous Cocos2D Podcast in which Azam and I talk about marketing your iPhone app.
Unrelated but important: Steve Jobs resigns
In case you haven’t heard, Steve Jobs has resigned as CEO of Apple on August 24th, 2011. Here’s Steve’s (short and to the point) letter to the Board of Directors. Tim Cook was named as his successor. Read the press release.
I never really cared for who’s boss of a big company, just enough to get the ridicule. But Steve Jobs leaving .. I can’t help but feel sad.
I believe this is for one reason in particular: very, very few CEOs actually have a vision and follow it through. Or have the (will)power to follow it through without being bent or influenced through challenges and oppositions by corporate and outside politics. Steve was able to retain all of the drive, dedication and willpower that you have when you just start out as a company or individual trying to make a really great product that you believe in and want to be proud of.
Most large companies are simply unable to create such products because too many people work on each product, and there’s lots of money and risk involved in the process which, more often than not, turns potentially great companies into conservative, boring companies making lackluster products, following consumer trends. Apple under Steve Jobs has been the exception. Steve has repeatedly anticipated consumer trends, even created them through the power that is the Apple brand.
The really, really sad part however is what hasn’t been said. Steve being unable to meet his duties paints a grim outlook on his health. Not mentioning his health in his letter and Apple’s press release even more so. I just wish for him that it’s not as bad as one can imagine it to be if it forces someone of Steve’s caliber to resign from his position. Good luck and all the best, Steve!