Kobold2D v1.0.2 now available

On January 27, 2012, in Kobold2D, by Steffen Itterheim

Kobold2D v1.0.2 is now available from the Kobold2D Download page!

Read the Release Notes for detailed list of changes. Most of them are minor as this is a maintenance release, but there’s a bug fix in KKInput’s gesturePanRecognizer that fixes the incorrect translation and velocity values. If you’re using the pan gesture I recommend to upgrade.

I’ve also taken the time to attempt to clarify what Kobold2D is about with this … imagram:

I’ve been reading and enjoying blah blah blah (not to be confused with blah blah blah) which prompted me to try a more visual approach. I highly recommend reading Dan Roam’s book! I’m sure you can’t draw either, but you should do it anyway. Or try Xmind.

Hmmm … have you ever noticed how many great things start or end with an x?

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Kobold2D v1.0 Released

On November 17, 2011, in cocos2d, Kobold2D, by Steffen Itterheim

Kobold2D v1.0 is now available from the Kobold2D Download page!

This is mainly a maintenance release, I found and fixed all the bugs that had been reported, including some nasty linker issues that occurred with a preference on Snow Leopard. Kobold2D is now thoroughly tested with Xcode 4.0.2, 4.1 and 4.2 under Snow Leopard and Xcode 4.2 under Lion.

Of course the latest updates of cocos2d-iphone-extensions 0.2 and cocos3d 0.6.3 are also included.

And I can’t say it often enough: Kobold2D supports ARC (automatic reference counting) out of the box! There’s nothing you need to do! Just have Xcode 4.2 installed and start writing code without retain, release and autorelease ever again.

Forward Looking Statement

The motto for the next updates is still “Get Connected!”. I want to add more online features and update the KKGameKitHelper class with remote config support provided by AppMynx. I will evaluate ShareKit and hopefully be able to implement that with (if necessary) a reasonably simple interface for Cocos2D apps.

I also have a commercial product for iOS in development that will make sending data over the network a lot simpler. The basic idea being that if, for example, you want to synchronize a sprite’s position and rotation properties with all other devices, you simply write something like this:

[cc lang=”cpp”]
[KKConnect addSharedObject:self
identifier:@”Player1″
properties:@selector(position),
@selector(rotation),
nil];
[/cc]

It works with any properties (except id/pointers). Whenever one of the property values changes, its value is sent to all connected devices and assigned to the property of the local object with the corresponding “Player1” identifier. Dead simple. And coming soon.

Learn Cocos2D Game Development with iOS 5

It’s also no coincidence that the print and PDF versions of the Learn Cocos2D Game Development book (2nd Edition) are available since a few days.

The book uses Cocos2D v1.0.1, the chapters have been significantly improved, Chapter 3 is almost a complete rewrite. There are also two new chapters discussing integration of UIKit views in a Cocos2D app, as well as adding Cocos2D to an existing UIKit app. The other new chapter is about Kobold2D and introduces Lua and Cocos3D.

Readers keep asking me when the Kindle or iBooks versions of the new edition will be out. To be honest: I don’t know. But I’m confident that there will be a Kindle version and one for iBook eventually, and I expect these to be available soon. After all the first Edition is also available through these channels, and so are most (if not all) Apress books. Plus Xmas is coming, just like most companies book publishers are eager to get their best products out the door in time for Xmas.