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. Continue reading »
I frequently see questions like Should I use game engine A or game engine B? Sometimes the question is slightly more specific like Is game engine A right for this game?
These questions are not unlike giving a list of features or requirements and then asking Is potential partner A better for me than potential partner B? And some are closer to asking the general public a very subjective question that requires intimate knowledge about the person who is asking: With whom will I have better sex, A or B?
Well … while there’s a checklist of features that A and B may or may not have that might have some influence on the decision, more often than not your choice depends a whole lot more on whether it just feels right.
You may feel attracted to A because A is so reasonable and the support is responsive and helpful, or you may simply find yourself attracted to how B is open to everything and free of charge. You may also find that despite A or B lacking a specific feature you crave, other aspects that you didn’t even think of more than make up for it. Features aren’t everything, more important is the spirit and ease of use.
Not uncommonly a fully featured game engine (or partner) with all bells and whistles may turn out to have a really steep learning curve, many restrictions, limitations, policies, quirks while “free” may cost you a lot more than you bargained for.
Following is my game engine dating advice that you can take to places like MobileGameEngines.com to make your pick. These are the things that I consider the most important when choosing a game engine for small projects, and that is irregardless of the type of game I might want to develop.
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.
A new episode of the Cocos2D Podcast is now live. This time we’re joined by Daniel Sperl, author of the Sparrow Framework Objective-C game engine for iOS which is based on the ActionScript (Flash) API design.
Note: the Sparrow website is currently reported as “possibly malware” by Safari and Google. The culprit has been removed and the site is safe to visit. Read this blog post for more info about what happened.
Daniel has a secret he shared with us even though he couldn’t really say any details until the official announcement in a few weeks. Cocos2D also gets a couple honorable (or dishonorable) mentions as we compare it with Sparrow Framework, and come to the conclusion that documentation-wise it is leaps and bounds ahead of Cocos2D.
Cocos2D Podcast: Daniel Sperl (Sparrow Framework Developer)
Previous Cocos2D Podcast: Marketing your App
I forgot to blog about the previous Cocos2D Podcast in which Azam and I talk about marketing your iPhone app.
Cocos2D Podcast: Marketing your iPhone App
Unrelated but important: Steve Jobs resigns
In case you haven’t heard, Steve Jobs has resigned as CEO of Apple on August 24th, 2011. Here’s Steve’s (short and to the point) letter to the Board of Directors. Tim Cook was named as his successor. Read the press release.
I never really cared for who’s boss of a big company, just enough to get the ridicule. But Steve Jobs leaving .. I can’t help but feel sad.
I believe this is for one reason in particular: very, very few CEOs actually have a vision and follow it through. Or have the (will)power to follow it through without being bent or influenced through challenges and oppositions by corporate and outside politics. Steve was able to retain all of the drive, dedication and willpower that you have when you just start out as a company or individual trying to make a really great product that you believe in and want to be proud of.
Most large companies are simply unable to create such products because too many people work on each product, and there’s lots of money and risk involved in the process which, more often than not, turns potentially great companies into conservative, boring companies making lackluster products, following consumer trends. Apple under Steve Jobs has been the exception. Steve has repeatedly anticipated consumer trends, even created them through the power that is the Apple brand.
The really, really sad part however is what hasn’t been said. Steve being unable to meet his duties paints a grim outlook on his health. Not mentioning his health in his letter and Apple’s press release even more so. I just wish for him that it’s not as bad as one can imagine it to be if it forces someone of Steve’s caliber to resign from his position. Good luck and all the best, Steve!
Kobold2D is well and alive. Actually so much so that I thought: “Hey, it’s crazy, but maybe not … I’ll give it a shot and see how far I get.”
The thought was to try and add the cocos2d-x engine (cocos2d in C++) together with the Hello World example project to the Kobold2D workspace. The result: it took about 90 minutes, most of that figuring out the correct build settings and header search paths. And it just worked.
Surprise! 😀
Right now this is just the iOS version. A cocos2d-x Mac project will be added as soon as the Mac platform is officially supported by cocos2d-x (or does it already and I missed that?). Then developers would have the choice between using either Objective-C or C++ as the primary language for developing their iOS & Mac OS X games.
It also made me think: “Hey, there’s this other open source 2d game engine … hmmm….”