Following the recent release of SpriteBuilder and cocos2d-iphone v3 I’m sure some of you are itching to use SpriteBuilder by building the github version in Xcode rather than downloading it from the Mac App Store. Here’s how!
This is a post for developers who want to compile the SpriteBuilder code from github. To customize it, to debug issues, to add or gain access to new features; be it for their own use or to help the project, or both.
Previous experience with Xcode, Objective-C, cocos2d-iphone, git and github is assumed.
Download SpriteBuilder from github
The download and first-time compilation procedure is also detailed on the SpriteBuilder github page. You need to clone the project, then initialize the cocos2d-iphone submodule. The necessary Terminal commands are as follows:
I almost forgot about the Cocos2D-Project on github. While it works flawlessly with the latest v0.99.5 stable release of Cocos2D, it was still bundled with only the RC1 (release candidate). So I’ve updated the cocos2d version in the repository.
In case you don’t know what Cocos2D-Project is:
Cocos2D-Project is a great way to start any Cocos2D-iPhone based project.
It eases up- and downgrading the Cocos2D game engine at any time. It includes additional source code as well as multiple targets and build configurations for Ad Hoc & App Store distribution (creates the necessary IPA/ZIP files) and debugging of memory leaks and related issues.
Cocos2D-Project is free, open-source, uses the MIT License and comes already bundled with the cocos2d-iphone version that it currently works with “out of the box”.
It’s not affiliated with or endorsed by cocos2d-iphone.org and Ricardo Quesada. You will get support for Cocos2D-Project on Cocos2D Central.
Future updates
With the help of others, the Cocos2D-Project development has taken on a life of its own. The current work in progress is much more than a simple Xcode project referencing just the Cocos2D game engine. I’m looking forward to announce a big update in a couple weeks. Stay tuned.