Mohammad Azam is working on a serious of Tutorials with the goal to write a complete iPhone game, called Space Demon. You can view a demonstration of the game here:

So far, the Tutorial has 3 parts:

  • Part 1 - setup, particle effects, animated background
  • Part 2 - refactoring, code architecture
  • Part 3 - moving the ship, shooting and getting shot, enemy

Tutorials for Cocos2D for iOS are a plenty on the web. But I managed to find one that’s not very well known and provides a more technical introduction to the Cocos2D concepts and how to program menus, animations and detecting collisions. By technical I mean that the focus is clearly on providing working code.

Written by Hans Hamm the Tutorial Programming iPhone Games with Cocos2D is divided into four parts:

  • Part 1 - Cocos2D Architecture Overview
  • Part 2 - Buttons & Menus
  • Part 3 - Sprite Animations using a Texture Atlas
  • Part 4 - Scheduling updates & detecting collisions

Hans is also a co-founder of Anima Entertainment, they created the iPhone games Crash Birds (free) and Earth Defender:

Continuing with yesterday’s Box2D Car demo I’d like to stay on the topic of Box2D and present to you the Tilemap based Box2D world put together by theTconcept, a website hosted by a group of italian and mexican designers, writers and coders.

In their tutorial they explain how to create Box2D collisions from a Tiled Map Editor world, by using the object group layer. The one you can use to place arbitrary rectangles on in Tiled. The resulting Xcode project is available for download.

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Linkvent Calendar, Day 14: Box2D Top-Down Car Demo

On December 14, 2010, in Cocos2D Linkvent Calendar, by Steffen Itterheim

Jeff Hodnett has ported a popular Flash ActionScript Box2D Car demo to Cocos2D:

The car uses two revolute joints for turning the car and two prismatic joints to add driving force (torque?) to the car. The Xcode project is available for download and the virtual thumbstick controlling the car is provided by the popular SneakyInput library.

Linkvent Calendar, Day 13: Balloon Ride Postmortem

On December 13, 2010, in Cocos2D Linkvent Calendar, by Steffen Itterheim

Today’s Linkvent Calendar entry comes from David Sutoyo. His second Cocos2D game, Balloon Ride, was published on the App Store on Dec 1st. David took some time to write a postmortem about making Balloon Ride. He starts out by saying that programming in Objective-C is hard, game design is even harder but marketing is the hardest part. However, he concludes that the overall design process is fun and he is now toying with the idea of using Corona because programming in Lua is simpler than Objective-C.

David also wrote a mini-postmortem about his first Cocos2D game Memory Flash.

Watch the Balloon Ride gameplay video:

Linkvent Calendar, Day 10: Free Cocos2D Webinar

On December 10, 2010, in Cocos2D Linkvent Calendar, by Steffen Itterheim

UPDATE: here’s the summary of the webinar which includes a link to the recorded session.


Mohammad Azam will be hosting a FREE webinar: Introduction to iPhone Game Development Using the Cocos2D framework.

This webinar takes place TOMORROW (Dec 11th)! I replicate his blog post here with the crucial info:

The webinar will help getting the new comers get started with iPhone development. It will be all code based with minimal or no slides. The webinar will be hosted on www.freebinar.com. Additional details are listed below:

Webinar URL: http://www.freebinar.com/highoncoding1
Date: 12/11/2010 (December 11 2010)
Time: 11:00 AM (US Central Time)
Limit: 150 people

Mohammad is originally a .NET programmer and frequent speaker at tech events. Recently he started diving into iOS development. He has written several tutorials about Cocos2D and he’ll get another Linkvent Calendar post soon that lists all of the Cocos2D screencasts he made. Follow him on Twitter @azamsharp and check out his iosdevblog.

Add your link to the Cocos2D Linkvent Calendar

Do you have something to share with the Cocos2D community? I haven’t received enough submissions to fill all the days until Xmas, although I do have enough links to post one each day, I’d rather post a link to your website or blog post.

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A couple hours ago I’ve opened Cocos2D Central (http://cocos2d-central.com), a forum / website / soon-to-be-community. Initially intended for readers of my Cocos2D book but generally open to everyone.

To be able to handle all the feedback and questions I receive by email while allowing everyone else to benefit from it, the logical next step was to create a forum. And that’s what Cocos2D Central is right now, a forum. But it will be much more (articles, downloads, blogs, store) because I can, but not without seeing actual demand, so I’m starting with the essentials and take things from there. I dubbed it “Cocos2D Central” because I think that with Cocos2D X and Cocos2D Javascript (Web) there are two relatively new Cocos2D engines which have great potential to become quite popular as well, so why not enable the new website to cover the whole Cocos bunch at once?

Next step: slowly growing a community on Cocos2D Central. For that [[UIFingerPointGestureRecognizer alloc] init] I need you!

Please hop on over and join (it’s really convenient with OpenID, Twitter and Facebook login options), then say hello and post your thoughts. I look forward to meeting you on Cocos2D Central! :)

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I took some time to research the various ports which carry the Cocos2D name or are Cocos2D in spirit if not by name. The following list is - to the best of my knowledge and at the time of writing - complete and accurate. I counted a total of eight ports.

The dates are based on the earliest public record I was able to find. Of course the project might have been in development for longer, but not publicly or not where I’ve been looking (mostly google code and github). I usually checked the source code commit history, the first issue being tracked, the first post made on the forum or wiki, the history of downloadable files, and similar things. The list is sorted by date of inception. Underneath you’ll find my analysis of the state of the Cocos2D game engines, as I perceive it, and I try an outlook into the future.

The Complete List of Cocos2D Game Engines

Cocos2D

Language: Python
Platform(s): Mac OS, Windows, Linux
Around since: March 2008
Latest update: September 2010

Cocos2D for iOS

Language: Objective-C
Platform(s): iOS Devices, Mac OS X
Around since: June 2008
Latest update: November 2010 (Latest Stable: July 2010, Latest Commit: December 2010)

ShinyCocos

Language: Ruby
Platform(s): iOS
Around since: April 2009
Latest update: April 2010

CocosNet

Language: C#
Platform(s): iOS (MonoTouch)
Goal: to also support other .NET platforms like Windows, Windows Phone and Xbox 360
Around since: October 2009
Latest update: September 2010

Cocos2D for Android

Language: Java
Platform(s): Android
Versions: cocos2d-android (code on github), active branch: cocos2d-android-1 (code on github)
Notable: cocos2d-android-1 was branched off of cocos2d-android in October 2010 because some developers were dissatisfied with its slow progress. Apparently source code commits had stopped in June.
Around since: January 2010
Latest update: June 2010 (cocos2d-android), December 2010 (cocos2d-android-1)

Cocos2D for Windows

Language: C++
Platform(s): Windows, Windows Mobile
Notable: this project was apparently short-lived. One big code push, one blog post, no updates since, neither code nor blog or anything else. I believe we can consider this port dead, especially in light of Cocos2D-X.
Around since: April 2010
Latest update: May 2010

Cocos2D for Web

Language: Javascript
Platform(s): Web Browsers
Website with online demo: http://cocos2d-javascript.org/
Around since: June 2010
Latest update: December 2010

Cocos2D X

Language: C++
Platform(s): iOS, Android, uPhone, Win32, others
Notable: although the project started in July 2010 (from what I can tell) the project was not widely known until November 13th by announcing it on Twitter.
Around since: July 2010
Latest update: December 2010

The State of Cocos2D Game Engines

In my opinion, we currently have only two serious contenders: Cocos2D for iOS and Cocos2D X.

The former has a history of regular updates for over 2.5 years and a strong community, the latter is growing fast because there’s a whole team behind it which is sponsored/financed by China Unicom. If I extrapolate what has happened in recent months with these two game engines, I’m convinced that rather sooner than later Cocos2D X will be on par or overtaking Cocos2D for iOS in terms of maturity, stability and general applicability. You just have to consider a team of paid (?) developers vs. (for the most part) a single developer, and my guess is they don’t have a problem with and may even be supportive of 3rd party commercial add-on products. I do agree that Cocos2D for iOS will remain the most interesting platform for beginning developers, developers with a strong background in Objective-C programming and those who simply don’t want to take their games and apps to multiple platforms. For everyone else: keep a close eye on Cocos2D X. It certainly had a lot of developer’s eyebrows raised.

There’s one strong follow-up and that is Cocos2D for Web (cocos2d-javascript). Frequently updated and in a well protected niche that can’t be covered by the aforementioned Cocos2D versions. Plus, and this is freaky, you could even make web-based Cocos2D games that also run on the iPhone’s browser - think of the opportunities! It’s iRepetetiveWebBasedGameMakingTonsOfMoney time. Just kidding, except that I’m not. I think Cocos2D for Web stands a good chance at becoming relatively popular and seeing actual use, and with continued and relatively frequent updates this might be happening over the course of 2011. Keep at it!

Cocos2D (Python), the grandparent, is a niche project and it’ll remain a niche project. Too long has it been a niche, too seldom do we see updates, too low is its version number still (v0.4 after 2.5 years), too little interest is there in general for entirely Python based game engines, too strong are the contenders both from the same language (specifically PyGame) as well as most other game engines with a focus on 2D games. The same goes for ShinyCocos - who would want to write iPhone games in Ruby? Don’t kill me, I know you’re out there, but you have to admit that you’re just a little too freaky for your own good. 😉

Cocos2D for Android and CocosNet are both ports I wish I could believe in, but I don’t just yet. For the former, the recent branch has made it more interesting and actively supported, but who knows for how long? And then there’s Cocos2D X which takes some wind out of both, but especially the Android version. Unless you’re Java-esque through and through. For CocosNet I wish it’ll one day reach its goal and hopefully be based on or ported to the XNA platform, and not Mono (yikes!), so that we can write Cocos2D games for the Xbox 360, Zune, Windows and Windows Phone 7 and publish them through/on Microsoft’s AppHub. That would rock! Count me in if that ever happens. :)

Which leaves Cocos2D for Windows. This is a project that’s so typical of a certain type of open source projects. I dub these occurrences “open source dumps”. It’s literally some programmer coming out of his apartment after months of hard work, telling the world “Hey guys, look, I’m bringing my trash out!”. Except that the trash is actually quite interesting, yet it’s incomplete, unfinished and de facto unusable so it stays in the trashbin and everyone stopping by and taking a sniff is going “Ewwwww!!!”. Well, and said developer goes back to his apartment, probably working on his next trash dump. If we’re lucky, it’ll be an update to the former project - but by the time the second update appears, most developers with an interest have lost faith in the project. But more often than not, we’ll never see or hear of this developer again. In other words: Cocos2D for Windows was practically dead the day it started. And now with Cocos2D X I seriously doubt we need it anymore. It’s a shame.

Add your link to the Cocos2D Linkvent Calendar

Do you have something to share with the Cocos2D community? I haven’t received enough submissions to fill all the days until Xmas, although I do have enough links to post one each day, I’d rather post a link to your website or blog post.

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