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?

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LearnCocosTV 2: Fixing Bad

On December 16, 2011, in LearnCocosTV, by Steffen Itterheim

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

Win-Win :)

On October 15, 2011, in Announcements, Kobold2D, by Steffen Itterheim

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!

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