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


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[Solved] weird scene changing bug…

On July 27, 2010, in cocos2d, by Steffen Itterheim

I need help. I’ve run into strange problems with a very simple cocos2d v0.99.4 project created from the cocos2d project template. It’s two scenes with a layer each, much like the regular HelloWorldScene layer. Each scene is simply supposed to replace itself with the other scene, on touch. What happens is that the first scene started with runWithScene is never deallocated after the first scene change. So it stays in memory and keeps receiving the touches, which means a touch is always behaving as if switching from the first to the second scene.

What’s more, if I add the onEnter and onEnterTransitionDidFinish methods to the first scene, without adding any code to them, the first scene/layer doesn’t receive any touch events at all. The second scene doesn’t show this behavior and works fine with these methods implemented.

Maybe I’m just overlooking the very obvious, if you could take a look and let me know if there’s anything I’m doing wrong with this code please let me know! Thank you.

Download the code here: ScenesAndLayers02

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Common cocos2d Performance Questions added to the FAQ

On May 19, 2010, in cocos2d, by Steffen Itterheim

I keep running into posts where users ask how fast cocos2d is, or why their particular code is slow.

I compiled a procedures checklist that you should go through before reporting performance issues.

I also tried to explain why the question of how fast cocos2d is has no real-world relevance.

Then i added a link to All-Seeing Interactive’s cocos2d Performance Tips as this is such a great post! It covers a lot of topics:

  • Profiling with Instruments
  • Testing on different devices
  • Textures and Texture Atlases
  • Speeding up loading times
  • Reducing memory usage
  • Flipping textures
  • Pixel formats
  • PVRTC (Texture Compression)
  • CCSpriteSheet
  • Pre-render programatically generated textures
  • Avoid using atomic accessors
  • Read the best practices documentation

As always i hope you find these additions help- and useful.

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Xcode Project Tutorial Updates: Box2d & Template

On May 12, 2010, in Announcements, by Steffen Itterheim

If you followed my Xcode Project Tutorial or received it after signing up for my Newsletter you may have noticed that it would not compile if you added #import “box2d.h” to any of your classes. I investigated and thanks to your comments the problem was easy to fix. I wrote a Tutorial lesson detailing box2d integration issues and how to solve them.

In addition, Tim Soliday who blogs at FatFingerStudios.com went through the effort of creating a “real” Xcode Template from my Tutorial project. By “real” i mean an Xcode Template that will be added to Xcode’s “File -> New Project” list of applications so that you can choose to start with a “cocos2d Application from there. This has also been requested by readers. I added another Tutorial lesson which describes how to install Tim’s Xcode Template.

I will add Tim’s Xcode Template to the Newsletter welcome mail in a couple minutes so new Newsletter subscribers will receive it automatically! If you have already signed up for my Newsletter you’ll have it in your inbox shortly, you do not have to sign up again!

The new Projectfiles you’ll receive also contain the box2d fixes and include my free source code collection and a number of other changes. Most notably the addition of License files and folder structure that go along with it which help me and my customers to differentiate between my base source code that is only licensed to the customer vs. source code that is later fully owned by my customers. Feel free to disregard or delete these License files if you have no use for them.

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