For the past two weeks I’ve been running a Cocos2D Developer Survey. As of today, 236 developers started the survey and 189 finished it completely. That’s 80% despite the many questions they had to answer.
Here are the results with my observations. I started the survey also to see if I was on track with KoboldTouch, and whether certain assumptions hold true. Specifically I had a hunch that cross-platform development is only perceived to have great value or appeal. Let’s see if I was right.
Click on each image for full resolution.
Who are you?
I was very curious how many cocos2d developers consider themselves to be hobbyists and indies compared to professionals, who either work for a mobile developer or are taking on freelance jobs as one.
Almost half of those who answered the survey are hobbyists. Nearly 30% consider themselves indies who make a living making mobile games. This is great! Continue reading »
I posted a KoboldTouch vs cocos2d-iphone architecture comparison chart to the KoboldTouch product page.
It’s only a start to better explain how KoboldTouch compares with cocos2d-iphone.
KoboldTouch Mini-Game
I’m now working on a KoboldTouch mini-game to showcase the KoboldTouch workflow and features. It’ll be the basis for the KoboldTouch Introduction Tutorial.
I’ll post a video presentation of the project and key points once it’s done. If you’re interested you can follow KoboldTouch development via PivotalTracker.
The mini-game project is also very important to “eat my own dogfood”. Even just a simple game made several things that didn’t feel right obvious, and presents opportunities for improvement.
I’m happy that the KoboldTouch users requested this simple game tutorial.
Excellent Growth
Speaking of members: leaving aside the initial 2-day launch rush, on average two new members sign up every day.
If KoboldTouch continues to grow at this rate, it will have 100 members before Xmas! That would be a major milestone I did not expect to achieve before February/March!
You can help KoboldTouch by taking 5 minutes of your time to complete the Cocos2D Developer Survey. I’ll post the results in a week and what they mean for KoboldTouch.
It’s hard to find the right words to describe the launch of KoboldTouch. I can’t think of anything else but WOW! right now.
I can’t wait to hear what you have to say about KoboldTouch, and then act on your feedback.
For those who were just waiting for the launch:
Sign up on the KoboldTouch product page to get access to KoboldTouch and Essential Cocos2D.
The rest of this post is a summary of what I wrote before on these two-products-in-one. Actually, I think of KoboldTouch & Essential Cocos2D as being much more a service than products. And it’s a full time commitment from myself.
This calls for music!
For tomorrow’s launch of KoboldTouch I made a quick 6-minute presentation about KoboldTouch and what makes it special.
UPDATE: KoboldTouch is now available!
Not everything made it into the presentation. There’s a couple things that may be worth adding or stressing: Continue reading »
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 »
Since I started working on KoboldTouch a couple things fell into place. Mainly that it would:
Provide what Cocos2D leaves up to its users. Fixes what Cocos2D does badly. Adds what Cocos2D doesn’t do at all. Eases development with Cocos2D and accommodates actual developer needs.
While Cocos2D is moving towards cross-platform with their Javascript API, KoboldTouch will focus on adding & improving game design features.
I have a hunch most Cocos2D developers have better iOS/Mac integration and game-specific features higher up on their wish list than cross-platform. Most of you are indies, hobbyists, pragmatists and Apple enthusiasts without the need or resources to do cross-platform development.
UPDATE: KoboldTouch is now available!
KoboldTouch: Spiritual Successor
I first started working on KoboldTouch a few weeks back. I initially undersold it as a “MVC wrapper for Cocos2D”. With what I have in mind spiritual successor of Cocos2D is more like it.
It’s going to be a framework to program iOS & Mac games in, where best practices evolve naturally, where Cocoa programmers feel right at home, where beginners are not left in a void * EXC_BAD_ACCESS … and where Cocos2D is still at the heart of it.
KoboldTouch takes control over Cocos2D, to allows users to implement best practices naturally. Cocos2D provides the view, KoboldTouch provides the controllers, models and the framework to write your code in.
Here’s what I’m working on. Hopefully this answers the questions I’ve been getting, in particular those about KoboldScript. And what’s happening with it, when is it coming, when can we stop using Corona SDK, etc.
UPDATE: KoboldTouch is now available!
Well then, let’s start with …
KoboldTouch
Huh, what?
Well, the short answer is: KoboldTouch is an MVC wrapper around Cocos2D.
The long answer … let me start by saying that Cocos2D is suboptimal. From a code architecture point of view. Cocos2D has no concept of structure besides views (nodes), and doesn’t encourage structure in your own code. It happily lets users subclass views in order to add data and game logic.
I can’t stop but feel helpless to see beginners learning the things we’ve abandoned 20 years ago as bad practice. Yet Cocos2D code is written by subclassing views as if it were the most natural thing to do. It’s also the very thing Apple tells you not to do.
The result are projects lacking in what is called separation of concerns. It’s not just about experience. Without a clear architectural model frequently reminding you to consider separation of concerns, anyone is more likely to end up creating a blend of design patterns at best, or worse:
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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
Not quite ready for KoboldTouch yet?
Fill out the KoboldTouch Survey. Let us know what you think of KT and how to make it better.
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