Monthly Archive for October, 2008

Sapus Tongue: Show stopper bug

Ouch… Ouch.
Ouch… Ouch.
This morning, again, I decided to test the game, but this time in my old iPod Touch. I said to myself:
-”Just the last test before uploading the game to the AppStore”.

And to my surprise the Instructions video is not working in that device. Why ? It is using the newest firmware (v2.1)… The game is using the v2.1 SDK, but it works OK on the iPod Touch 2g, but it doesn’t work on the iPod Touch 1g nor the iPhone 1g.

Ok. Once I fix this problem I will upload the game to the AppStore.

Update: The problem was that I was using a non supported encoder in v2.1, but it was supported in v2.1.1. Fixed… and I’ve uploaded Sapus Tongue to the AppStore!

Sapus Tongue: Video

Take a look at the promotional video of Sapus Tongue.
Do you like it ? It will be in the AppStore (hopefully) in 1 week.

Sapus Tongue: Almost there


I’m very close to finishing my first Sapus Media game. I’m very proud of Sapus Tongue :-) I like it a lot!
My friends keep telling me that they love this game. The other day they played for almost 1 hour an a half! I’m not kidding! It seems that this game is very addictive.

I think that I will sell it at $0.99 for the 1st week and then I will raise the price at $2.99.

I hope you’ll like it as much as I do!

cocos2d for iPhone v0.5.1 released

I’ve just released cocos2d for iPhone v0.5.1.

Changelog:

  • Actions: Animation has restoreOriginalFrame argument (issue #46)
  • Actions: CallFunc retains target (issue #42)
  • AtlasNode: renders some artifacts (partially fixed issue #47)
  • Demos: Updated Chipmunks demos (issue #43)
  • Demos: Elasticity fixed in Chipmunk_Accel (issue #45)
  • Director: fps_images.png consumes much less texture memory (issue #49)
  • Documentation: included LICENSE.artwork (issue #51)
  • LabelAtlas: works with NxM size images (issue #50)
  • MenuItem: supports enable/disable (issue #22)
  • Particle system: exports more variables (issue #48)

Download: cocos2d-iphone-0.5.1a.tar.gz

Sapus Tongue Update

Although A Tail of Love is very near to be finished, I decided that I will launch Sapus Tongue first, and after this game I will launch A Tail of Love.

That’s why that I’ve been working hard with Sapus Tongue.
Features that are finsihed:

  • Gameplay: game, score, pause, graphics, sprites, animations, sounds
  • About: nice About scene
  • Music: nice background music
  • Nice Player Selection scene

Things to be done:

  • High Scores: Both local and global high scores.
  • Instructions scene
  • Monus animations

I think that in week or 2 the game shall be ready.

Do you want to beta test it ? Send you your device id!

Sapus Tongue: Introduction

Sapus Tongue is a game based on the story of Sapus and Monus, 2 heroes that want to save the world. The success of their mission depends on you! :-)

Sapus is a fearless man… I mean a fearless frog with a very powerful tongue. He is the brain of team.
Monus, on the other hand, is a cheerful monkey. He might not be the most brilliant animal in the world, but he is a very optimistic one. His weapon is his tail.

COMING SOON

cocos2d for iPhone in 3 minutes

I made a video where I show the main features of cocos2d for iPhone, including the new TileMap support feature.

This is the list of games that appear on the video:

Music: The Great Gianna Sisters by Machinae Supremacy

cocos2d-iphone v0.5.0 released

I’ve just released cocos2d-iphone v0.5.0.

Changelog:

  • Actions: copy protocol fixed on some actions (issue #27)
  • Chipmunk: using newest version from svn (issue #34)
  • CocosNode: Nodes not being dealloced with active actions (issue #25)
  • CocosNode: Doxygen API reference fixed (issue #29)
  • Demo: added test/example of the new Atlas feature (issue #40)
  • Director: Doxygen API reference fixed (issue #29)
  • Director: Display FPS are rendered 10 times per second (issue #37)
  • LabelAtlas: Fast render update Label (issue #36) (NEW FEATURE)
  • MenuItem: sending correct ‘self’ as argument (issue #19)
  • Misc: improved cocos2d icon and default image (issue #33)
  • TextureAtlas: Object to render indexed vertex arrays from 1 texture (issue #32) (NEW FEATURE)
  • TileMapAtlas: Tile Map renderer (issue #35) (NEW FEATURE)
  • TextureMgr: added removeAllTextures (issue #31)
  • Scheduler: retain arguments (issue #28)
  • Scheduler: passes correct delta time (issue #26)
  • Sprite: replaced xxxFromFile with xxxWithFile (issue #39) (API CHANGED)

The most important feature is Texture Atlas support and it’s friends: TileMapAtlas and LabelAtlas.

The object TileMapAltas lets you render a map file (generated with PGU’s tile editor). It is a CocosNode object so you can work with it like any other CocosNode object: you can rotate it, scale it, translate it, etc…
For the moment, you need to do these things first:

  • Convert the map.tga file to uncompressed .tga (Help wanted. See issue #38)
  • Convert the tiles.tga file to .png file

The above screenshot is using a TileMapAtlas object with the map & tile from Barbie Seahorse Adventures game.

LabelAtlas lets you update a label without consuming CPU. Instead of generating a new texture it uses a character map to display the new label. In fact the Director is now using a LabelAtlas to display the FPS…

Don’t forget to include the Resources/Images/fps_images.png file into your project, otherwise it will crash while trying to initialize the Director. If you don’t want to include this image into your project you can use the old FPS display by editing Director.h and commenting this line:

#define FAST_FPS_DISPLAY 1

This version includes an updated version of Chipmunk (Chipmunk’s svn revision 38). I don’t know what changed from v4.0.2 to this version but the Chipmunk’s author recommends using this version, so I’m including it. I’ve also updated the ChipmunkDemo example.

Download: cocos2d-iphone-0.5.0.tar.gz

A Tail of Love: Status Update #1

The game is progressing well.
I’ve converted all the 17 levels and to do this I coded a python script that parses the original levels and converts them to objective-c and to an screen size of 480×320. The original levels have an screen size of 640×480.

The iPhone version is more difficult than the original one since the accelerometer is more difficult to control than the keys :) So I’m thinking of adding ‘n’ lives per level.

Well, that’s all for today.