This is a guest post by Nat Weiss, author of the cocos2d-iphone RPG Game Engine and the cocos2d-x Paralaxer Game Kit. Today he shares his experience working with the two most popular cocos2d game engines, and explains how and where they’re different.
He also needs more beta-testers for his latest game: Awesome Heroes Arena.
Over the last year, my bro Kristopher Horton and I have been developing a realtime Multiplayer-Online Battle Arena (MOBA) game for tablets with cocos2d-x. The game’s called Awesome Heroes Arena and we are finally at the point of taking on beta testers: here’s the beta sign up if you are interested.
Steffen thought it would be interesting if I shared some thoughts on switching from cocos2d-iphone to cocos2d-x. What’s it like? What things do I miss?
Why did we choose cocos2d-x?
Another live report from the front…
LearnCocosTV - Episode 2: Fixing Bad
• Simple Multiplayer Data Sharing Project
• iDevBlogADay: Fast Pixel-Perfect Collision Detection
• Kobold2D 1.0.1 Released:
o KKPixelMaskSprite, KKScreenshot, Ad Banner rotation
o Solutions for “failed with exit code 1” linker errors
• Xcode Trips & Ticks
This is just a quick report that my recent efforts on Kobold2D and on other fronts seem to be paying off. I looked at the sales of my Line-Drawing Starterkit over the past couple months, and I noticed a pleasant trend:
Many thanks to all supporters and customers! Continue reading »