The Development Plan for KoboldTouch

On October 25, 2012, in KoboldTouch, by Steffen Itterheim

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:

UPDATE: KoboldTouch is now available!

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.

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I haven’t been able to find a list of all Objective-C @ compiler directives in one place. We all know the keywords like @interface and @implementation but others like @dynamic and @encode are lesser known, and possibly even much less understood.

Although I know most of them already, I couldn’t shake the feeling that I may be missing a hidden gem. So I made an effort to document all the Objective-C @ compiler directives in one place.

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Installer for Cocos2D v1.0 Released

On July 14, 2011, in cocos2d, support, by Steffen Itterheim

Cocos2D is finally and officially carrying the version number v1.0. Without any beta, unstable, rc suffixes.

I’ve updated my Cocos2D Installer Package (.pkg) to use the latest v1.0 and removed the v0.99.5 version, which cut the download size in half (35 MB). Cocos3D is still included of course. And as always, the main reason why you would want to use the installer is to avoid any issues installing the Cocos2D Xcode Project Template and File Templates.

You can download the Cocos2D Installer through Cocos2D Central or directly from here via this hotlink.

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