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.
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!
There hasn’t been a new Cocos2D Podcast in over 4 months.
It was about time Mohammad Azam and I recorded another one.
This time our guest was Krzysztof Zabłocki, developer of the Foldify app and contributor to cocos2d-iphone.
Among other improvements Krzysztof added stencil buffering to CCRenderTexture.
Interviews with Mobile Game Engine Developers
The Mobile Game Engines eBook is now available!
One of the interviews is with me, about Kobold2D. KoboldTouch was at the time no more than an idea.
Jason Brownlee gave me permission to share the full interview with me (PDF, 18 pages). Go on, read it!
There are of course plenty more reknown game engine developer interviews in this book. Here’s the full list of interviewees: Continue reading »
I’m really happy and excited that YETIPIPI was released today in the iOS App Store!
UPDATE: currently only available in german App Store due to delayed english localization.
Go grab it for $.99 (€.89) try it out and give it it’s (hopefully) deserved 5-Star review.
What’s the game about?
YETIPIPI was a contract project in collaboration with Doubleplus Digital Media Entertainment for Joscha Sauer. Joscha is one of germany’s most popular cartoonists and the mastermind behind the Nichtlustig cartoons (some of his cartoons are also available in english).
The game is inspired by one particularly famous comic strip, where a Yeti pees in a circle, leaving him (or in this case both) stranded in an unfortunate situation.

To survive, our Yeti must drink so he can pee the ice floes floating about in ever smaller pieces. You control the Yeti with the accelerometer to collect items, evade ice floes and to aim your stream of urine. Continue reading »
I completed KoboldTouch v6.0 today. Time to let you know what changed and what will be coming for v6.1.
KoboldTouch v6.0 – Foundation
This version mostly included changes moving from Kobold2D to KoboldTouch. I had already removed superfluous libraries, so KT now only includes Cocos2D with CocosDenshion and the Cocos2D extensions project, the Kobold2D and KoboldTouch source code obviously and Box2D.
But there’s more of course:
Since I’ve started to offer KoboldTouch developers have been wondering what will happen to Kobold2D? I’ll answer these questions here.
Kobold2D Updates
When cocos2d 2.1 (stable) is released, I’ll update Kobold2D to include this latest cocos2d version. Same with any other cocos2d version that will be released in 2013. I won’t update to beta versions – sometimes they’re riddled with bugs, other times the next beta comes only a week or two later.
I’ll continue to support and update Kobold2D for as long as there’s interest in it but I’ll definitely focus my efforts on KoboldTouch now.
KoboldTouch “Lite”
Sometime in 2013 (probably not before Q2) I’ll release KoboldTouch “Lite” for free, with limited features and support. This Lite version will then take over as the successor of Kobold2D, while Kobold2D will remain available for some time.
KoboldTouch “Lite” will have the MVC framework but not much else. It will not include any additional features such as OS integration, better tilemap rendering, Box2D Objective-C wrappers and what not.
This ought to help developers get accustomed with the MVC framework.
Relaunch of www.kobold2d.com
Sooner or later I’ll relaunch the www.kobold2d.com website as www.koboldtouch.com. I’ll go for a simple look & feel (KISS), it will include the Kobold2D articles and I’m going to write all KoboldTouch documentation publicly.
For one this will make it easier for me to write and publish documentation. It should also help KoboldTouch’s popularity to reveal its documentation to both developers and search engines.
KoboldTouch compatibility with Kobold2D
KoboldTouch is not 100% compatible with Kobold2D, since I’ve already trimmed the less popular libraries from KoboldTouch: Chipmunk, Chipmunk Spacemanager, Cocos3D, ObjectAL, SneakyInput, iSimulate, AdMob. The remaining libraries are: cocos2d-iphone, cocos2d-iphone-extensions, CocosDenshion, Kobold2D, Box2, Lua and a few smaller additions (BitArray, LOG_EXPR, etc).
You should be able to port code that does not use one of these libraries with ease. Though without adapting to the MVC framework you lose a lot of the benefits of using KoboldTouch.
Custom Folders and Source Control
Issues regarding custom folders and source control usage come up frequently. I will alleviate those with KoboldTouch.
The project starter tool will be improved to support creating new projects in a custom folder, with or without copying the offline documentation to the new folder. The project upgrader tool will also work with custom folder locations.
The documentation accounts for most of the disk space usage of a Kobold2D/KoboldTouch project and should therefore not be included when you intend to manage this project with source control. Specifically if it’s an online repository with limited disk space. With the additional libraries stripped and documentation not included, a new KoboldTouch project weighs in at around 15 MB of disk space.
What will remain is that the installer will install to a fixed folder, since you will then be able to create new projects in any custom folder so there’s no real need for a custom folder location during installation.
There are plenty of issues with PackageMaker to overcome to support custom folder locations and I’d rather spend that time on other things. As was always the case, you can of course move the Kobold2D folder anywhere else after the installation completed – it’s just one click & drag operation in Finder.
Your question not answered here?
Let me know by writing a comment.
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 »








