Published on
October 28, 2009 in
LevelSVG.
LevelSVG is an “editor” that eases the building of platform or labyrinth games.
LevelSVG is not an editor per-se. Instead it parses files generated by Inkscape to create cocos2d / box2d worlds.
Special launch offer (valid until November 6):
SVGLevel Premium:
- Includes product updates and product support for 6 months
- $99 for those who buy (or have already bought) any of the Sapus Tongue Source Code products (Premium, Updates, Basic).
- $199 for this product only
For further information about LevelSVG, please visit the LevelSVG page
My second game will be a platform game.
One of the most time-consuming tasks in developing platform games is creating good level maps. Therefore, I have put a lot of effort in trying to ease this task by creating an SVG parser that supports:
- Basic physics objects like: rect, circle, lines, bezier paths and nested transformations
- The possibility to edit physics properties like: density, friction, restitution and isSensor
- The possibility to link SVG elements with pre-defined physics objects and cocos2d sprites
- Collision detection logic between these elements
- Jump logic (the hero only jumps when touching the ground)
- Movement logic (tilt, d-pad)
Example video:
The source code of this level “editor” will be available for purchase in a few days.
Sapus Tongue v1.8.3 source code released.
Changes:
- Uses cocos2d v0.8.2
- Uses Admob 2009-10-16. Includes libAdMob3 for SDK 3.0
- To prevent crashes, Admob is enabled only on SDK 2.2. It can be enabled on SDK 3.0 by adding the libAdMob3 library
- Uses the new cocos2d logo
- Uses DisplayLink director on SDK >= 3.1
- Uses COCOS2D_DEBUG=1 instead of DEBUG=1 on debug builds to make CCLOG() works
If you have bought the Premium or Updates source code package, you should have received an email with the download link. If you have not yet received it, please let me know and I’ll be happy to send it to you. Thanks.
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