This year’s Line-Drawing Game Starter Kit Xmas sale starts early and runs for two months until January 7th, 2013. You can have it for $49.50 instead of $99 – 50% off!
But there’s a catch: the XMAS2012 coupon code has only 100 uses! Act fast before it’s used up.
Site License! Unlimited Apps!
Royalty Free! No Attribution!
60 day money-back guarantee!
Made with the popular cocos2d-iphone game engine.
Compatible with cocos2d-iphone v1.1 and v2.0, and iOS 6.
Includes ARC enabled versions of the starterkit!
XMAS Sale – 50% off – only $49.50
Enter: XMAS2012 as coupon code.
Coupon code limited to 100 uses. Act now!
Learn cocos2d 2 is hot off the press and it once again entered Apress’ weekly bestseller chart (see banner on far right).
Now with iOS 6 released it’s about time I updated my Affiliate Products page.
Because there have been some awesome new products released. In order of most recently released:
iOS 6 by Tutorials
Ray Wenderlich and his team wasted no time in releasing this massive 1,500 pages tutorial double-whopper that’s actually a 5-star iOS 6 gourmet menu!
Commander Cool Game Starter Kit
Create your own platformer game for iOS and Mac with this game kit made with Cocos2D. As always with CartoonSmart products, you get an hour-long video documentation. Jump, run and be cool!
Paralaxer: Cross-Platform Platformer Kit
Paralaxer is possibly the first commercial game kit available that uses Cocos2D-X. Ported to iOS, Android, Windows and Mac it also comes with a free ebook “How to Make a Platformer Game With Cocos2D-X” by Nat Weiss – who previously created the iPhone Action RPG engine.
It’s a worthy investment, and so far the only really good example code plus documentation resource for Cocos2D-X you can find.
Justin Dike over at CartoonSmart.com created an awesome Starter Kit for creating Sling Shot games like Angry Birds, using cocos2d-iphone.
Click on the image to view the product page with more details:
I should mention that I get a commission fee for each CartoonSmart.com sale. In other words I highly appreciate every sale because it helps me to keep this website running and to continue improving Kobold2D.
Beginning today until and including
Dec 26th January 1st 2012 the Line-Drawing Game Starterkit is only $49,50 instead of $99,00 (50% off).
Just enter this coupon code when you make the purchase:
Merry Xmas everyone – you deserve it!
PS: I’ll be practically offline until the first week in January, but I’ll make sure to have a short iDevBlogADay post ready for you on Dec 29th.
I did not create the following products. But I help sell them through ads and affiliate links because they’re high quality and highly recommended. I get a commission for each sale made through these links, which in turn helps me spend more time on this website and on Kobold2D.
Paralaxer Platformer Game Kit
Paralaxer runs on iOS, Android, Windows, & Mac using the same C++ game code. Thanks to the ultra-awesome, open-source Cocos2D-X game engine, Paralaxer is a cross-platform platformer.
The iPhone RPG Engine
Rapidly create your own RPG or action-adventure game with this complete starter kit. Includes an ebook, game source code and a royalty-free art package.
Commander Cool Game Kit
This starter kit includes the complete source code of “Commander Cool” for iPhone / iPad / Mac build with Cocos2d & Box2d, extensive code documentation and video documentation (accessible online or offline) covering every beginning step to modifying the app for yourself.
Angry Ninjas Starter Kit
Ride the wave of success that sling shot games are seeing in the App Store and create your own popular game. All thats required is a bit of time on your part to build some fantastic levels and add your own artistic twist. We’ve done the hard part. Now you get to do the fun part!
The Starter Kit Bundle: Full Cocos2D source code and tutorials for creating a side-scrolling space shooter game, a platformer game and a beat ‘em up game for iPhone and iPad!
Ray Wenderlich and his team provide awesome iOS Tutorials and excellent Starter Kit source code.
Create sprite sheets and optimize images for your Cocos2D, Kobold2D, Corona and other game engine projects.
Edit collision shapes for Box2D and Chipmunk based physics games. Supports Cocos2D, Kobold2D, Corona, and other game engines.
I’ve been told that some of you won’t be able to purchase the Line-Drawing Starterkit during the 50% Easter Bunny special sales period if it ends as planned on April 27th (today). I extended the 50% off coupon code event during Easter until May 3rd, so that you’ve had time to cash in your paycheck and/or return from your Easter holiday vacation.
Check the Line-Drawing Starterkit product page for the coupon code. It’s (almost) impossible to miss.
Seriously, what kind of game developer are you if you’re going on a holiday vacation? For a whole week! Aren’t you supposed to be working yourself to death trying to finish that Quadruple-A game in time for Xmas? And this year you’re really, really going to finish it – not like the previous two years? It says so in your contract.
Sheesh, the kids these days. No idea what working hard means …
It’s Easter weekend so why not have another coupon code event?
You’ll get 50% off ($59.50 USD instead of $119 USD) on my Line-Drawing Game Starterkit when you enter this Coupon Code during purchase:
This coupon code is valid until Wednesday, April 27th. Not sure about the exact time, since this is a Plimus setting I’m guessing US Central Time plus or minus 3 hours. Feel free to share the code.
What is Kobold2D?
What’s in a name?
Calling it “The Ultimate Cocos2D Project” all the time would have become tedious rather quickly. I wanted a name that is reminiscent of Cocos2D yet completely different. As luck would have it, I’ve recently watched a lot of Battlestar Galactica episodes. You might remember that in this show humanity’s home planet is called Kobol. I couldn’t help but think of COBOL all the time.
From there it was a small step to Kobold, which in germany is widely associated with a famous cartoon Kobold called Pumuckl. As a kid, I was a big fan of Pumuckl, so picking Kobold2D as the name was a no brainer. Even more so since it has the same ring to it than Cocos2D.
Why create a new brand name?
For one, giving the project a name of its own clearly makes it more attractive. It expresses a certain dedication to the project. It should also signal that it’s no longer just about Cocos2D. With all those extra libraries and additional glue code, plus an experimental project I’m working on, I’m tempted to call it a Game Development Kit (GDK). That’s the long term vision for Kobold2D: more power, easier – for everyone!
Speaking of long term, that’s another reason to give it its own brand name. The visionary thought being that ultimately, something like Kobold2D could be implemented for other game engines as well, with the same core values: give the developers more power, greater flexibility but at the same time make it easier for them to get started.
The Kobold Team
I’m not the only developer who is aching for a more professional work environment. Kobold2D is a joint-venture with another senior software developer and a couple helping hands who help out wherever and whenever they can. We agreed to share the development burden on a voluntary basis. We all have different stakes and interests in the development of Kobold2D.
For me personally the most important aspect is my ambition to develop a project for its users, both professional and casual. I know I can build professional systems that are easy to use, well documented and thus get the job done painlessly. This basically sums up what I’ve been doing for the past 10 years.
What we’re not doing …
There’s one issue I think i going to come up, which might confuse some people, so I want to be clear about this: we are not creating a branch of Cocos2D. We have no intention to do so. We use the library as is, and we stick to the stable builds. The same goes for all other libraries of course.
At the same time, we don’t push each and every line of our additional code back or even contribute to the development of the libraries in Kobold2D. That’s not what we set out to do, and we simply don’t want to spend too much time consulting with and compromising on changes with others when our code is already there and working for us. Our code uses the MIT License, so it’s there for the taking.
In very few cases we can’t get around to modify library code. We only do this where necessary, for example if it breaks our build and the fix is rather simple. Other than that, if a library doesn’t work to our satisfaction, we try to add our fixes and improvements on top, either by subclassing or by making use of Objective-C categories. So far this has been working very well and allows us to keep updating the underlying libraries with far fewer hassles.
One big task that I set myself out to complete before continuing with Kobold2D is figuring out the Xcode 4 template format for File Templates and Project Templates. I almost have everything together after spending practically the whole week on it. I’m also documenting all my findings and I’m going to publish the Xcode 4 Template Tutorial / Reference / Documentation / Manual (not sure about the name yet) by the end of the month.
The goal for Kobold2D is to have various project templates, which is why I’m doing extensive research on the new Xcode 4 template format. Unfortunately at the moment it seems that it will not work satisfactory with cross-referenced Xcode projects, but I remain positive that I can find a solution.
Kobold2D private beta!
There will also be a private beta test for Kobold2D starting in a couple weeks (couple == definitely more than 2 weeks). Reply to the private beta sign-up thread if you want a chance to be picked for the private beta test.