KoboldTouch - 2D Game Development

On September 14, 2012, in , by Steffen Itterheim

 

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


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A couple hours ago I’ve opened Cocos2D Central (http://cocos2d-central.com), a forum / website / soon-to-be-community. Initially intended for readers of my Cocos2D book but generally open to everyone.

To be able to handle all the feedback and questions I receive by email while allowing everyone else to benefit from it, the logical next step was to create a forum. And that’s what Cocos2D Central is right now, a forum. But it will be much more (articles, downloads, blogs, store) because I can, but not without seeing actual demand, so I’m starting with the essentials and take things from there. I dubbed it “Cocos2D Central” because I think that with Cocos2D X and Cocos2D Javascript (Web) there are two relatively new Cocos2D engines which have great potential to become quite popular as well, so why not enable the new website to cover the whole Cocos bunch at once?

Next step: slowly growing a community on Cocos2D Central. For that [[UIFingerPointGestureRecognizer alloc] init] I need you!

Please hop on over and join (it’s really convenient with OpenID, Twitter and Facebook login options), then say hello and post your thoughts. I look forward to meeting you on Cocos2D Central! :)

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Common cocos2d Performance Questions added to the FAQ

On May 19, 2010, in cocos2d, by Steffen Itterheim

I keep running into posts where users ask how fast cocos2d is, or why their particular code is slow.

I compiled a procedures checklist that you should go through before reporting performance issues.

I also tried to explain why the question of how fast cocos2d is has no real-world relevance.

Then i added a link to All-Seeing Interactive’s cocos2d Performance Tips as this is such a great post! It covers a lot of topics:

  • Profiling with Instruments
  • Testing on different devices
  • Textures and Texture Atlases
  • Speeding up loading times
  • Reducing memory usage
  • Flipping textures
  • Pixel formats
  • PVRTC (Texture Compression)
  • CCSpriteSheet
  • Pre-render programatically generated textures
  • Avoid using atomic accessors
  • Read the best practices documentation

As always i hope you find these additions help- and useful.

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I made a few additions to the Xcode Tutorial and the cocos2d FAQ which are based on user questions and concerns.

Xcode Project Tutorial: How to integrate Chipmunk SpaceManager

How to update the cocos2d-iphone code in a project created with a cocos2d Project Template? (Theory & Advice)

How to fix common Box2d compile errors? (must compile using C++)

How to fix common Chipmunk compile errors? (does not compile with C++ code)

How to draw an endlessly repeating Parallax Background? (very simple, very effective)


On Searching the Tutorial & FAQs

I’m still trying to get the search function on the Tutorial and FAQ pages fixed. Currently it works for the Xcode Tutorial only but other search result links may simply show an Error. I’ll try to get this fixed as fast as i can and i’m getting very helpful support from the folks at ScreenSteps Live so i’m hopeful.

Please also note that the search box in the navigation panel doesn’t search the FAQ and Tutorials, just the blog and pages.

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