Without further ado:
Download Kobold2D Preview 4
Enjoy it!
The Most Important Changes & Additions: Continue reading »
Wouldn’t it be cool if you could just check the keyboard state at any time from any class?
I’ll get to the “cool” part in a moment, first let me set the record straight on how to correctly process keyboard input in Cocos2D Mac builds: Continue reading »
While writing the Learn Cocos2D book I was surprised to find that Cocos2D’s CCSpriteBatchNode was only able to increase the performance of several hundred bullet sprites on screen by about 10-15% (20 to 22.5 fps). I wanted to re-visit that scenario for a long time because as far as I understood, the more sprites I was drawing the greater the impact of CCSpriteBatchNode should be.
But even Cocos2D’s own sprite performance tests (compare columns 9 and 10) revealed a performance difference of under 20% (39 to 42 fps). It’s only when all sprites are scaled and rotated, or most of them are outside the screen area, that sprite batching seems to have a bigger impact (25 to 60 fps). Surely that scenario is not applicable to most games. So I started investigating.
In this episode of the Cocos2D Podcast it’s me who is being interviewed. I’m talking about Kobold2D, which is my take on keeping the Cocos2D wheel spinning. Over the past 2.5 years I learned a lot about Cocos2D, and I came across plenty of things that I feel should really be corrected. Kobold2D is that course correction towards a better overall user experience.
In this podcast you’ll learn more about the project’s goals, its history and future. I’m also giving away the download link for the Kobold2D Preview builds.
A couple months ago I wrote a tutorial explaining how to upgrade Cocos2D in an existing project.
I was able to cut the description down to only five concrete steps, but there’s still a lot of text to follow and caveats to consider. I designed Kobold2D exactly to make it easy to solve the issue of upgrading projects to newer versions of the game engine.
This Kobold2D FAQ article explains the difference between Corona SDK and iPhone Wax library, and evaluates the existing and future options for Lua scripting in Kobold2D.