Archive for the 'LevelSVG' Category

LevelSVG 2.6

LevelSVG v2.6 (2010-08-11) has just been released.

Highlights:
  • Added a chain object
  • Improved GameNode logic

Full Changelog:

  • – [NEW] All: Updated code to use CCSpriteBatchDraw and CCTranstion*
  • - [NEW] BodyNode: added support for respawn by using the “respawnTime” parameter in BonusNode
  • - [NEW] BodyNode: Added a new object: Chain
  • - [NEW] GameNode: is reponsible for removing b2Bodies. Removed this logic from Hero.mm and Enemy.mm
  • - [NEW] Levels: Level5 and Playground0 have a Chain body node
  • - [FIX] BodyNode: added “properties_”.  The sprite will be updated by the physics engine if this value is YES.
  • - [FIX] Box2dDebugDrawNode: GLESDebugDraw object moved from GameNode to Box2dDebugDrawNode
  • - [3RD] cocos2d: using cocos2d v0.99.5-beta + fixes
You can download the manual from here:

If you have bought LevelSVG, 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.

LevelSVG 2.5

LevelSVG Level5

LevelSVG v2.5 (2010-07-11) has just been released.

Highlights:
  • Added a new level where you have to drive a car

Full Changelog:

  • [NEW] BodyNodes: HeroCar composed of multiple bodies and sprites
  • [NEW] BodyNodes: WheelNode, a BodyNode used in HeroCar
  • [NEW] BodyNodes: MovingPlatform supports these new parameters: duration & translation
  • [NEW] BodyNodes: PrincessBox is animated
  • [NEW] GameNode: addBodyNode supports zOrder parameter
  • [NEW] Levels: Level5 is a new level that shows the HeroCar
  • [FIX] Application Delegate: uses new way to initialize the EAGLView
  • [FIX] Application Delegate: Added onForeground and onBackground callbacks
  • [FIX] Application Delegate: Call Director#purgeCachedData on memory warning
  • [FIX] Xcode: Target OS is 3.1
  • [FIX] Xcode: Base SDK 4.0
  • [3RD] cocos2d: using v0.99.4-rc3 + fixes
  • [3RD] CocosDension: using version that comes with cocos2d v0.99.4-rc3
  • [3RD] libisimulate: removed since it is not compatible with SDK 4.0
You can download the manual from here:

If you have bought LevelSVG, 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.

PlanetOne – A 2D platform LevelSVG game

PlanetOne is another good example of the what can be done with LevelSVG.

Description:

PlanetOne, the 2D Platform game that was inspired by the early great plumber and hedgehog games. You must take the little blue man through 22 unique levels, defeating 4 bosses while collecting keys in each area to open gates. Your goal is to take back the ‘Maya” (The life force of your planet), which was taken from your people. But its not just a walk in the park, there are a bunch of different baddies trying to stop you and you are under the clock. Don’t get the “Maya” fast enough and you must try again.

  • Buy PlanetOne $0.99
  • LevelSVG 2.4 released

    LevelSVG v2.4 (2010-06-01) has just been released.

    Highlights:
    • Added Portal object: it teleports the Hero
    • BodyNodes can receive custom parameters from the SVG file
    • Enemies are able to patrol

    Full Changelog:

    • [NEW] BodyNodes: Can receive parameters from the SVG file
    • [NEW] BodyNodes: Enemy supports “patrolTime” and “patrolSpeed” parameter
    • [NEW] BodyNodes: MovingPlatform supports “direction” parameter
    • [NEW] BodyNodes: Portal, new node. Teleports the hero. Supports “MoveToX” and “moveToY” parameter.
    • [NEW] BodyNodes: Platform1 supports “visible” parameter
    • [NEW] Levels: Level4 has 2 portals, and the Enemies patrol the zone
    • [FIX] BodyNodes: Bullet is responsible for doing anti-gravity
    • [FIX] BodyNodes: Removed Elevator (replaced by MovingPlatform with parameters)
    • [FIX] BodyNodes: Removed Platform1Invisible (replaced by Platform1 with parameters)
    • [FIX] BodyNodes: KinematicNode knows nothing about actions and sprites
    • [FIX] GameNode: Removed responsibility for doing anti-gravity in Bullet
    • [FIX] Xcode: ‘distribution’ verifies product
    • [FIX] Xcode: thumb2 enabled in ARMv7 devices
    • [3RD] cocos2d: uses cocos2d v0.99.3
    You can download the manual from here:

    If you have bought LevelSVG, 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.

    LevelSVG v2.2 released

    LevelSVG v2.2 (2010-03-26) has just been released.
    Highlights:

    • Polished menus, About, sounds, images, HUD
    • Added Level4, a complete Mario Bros-like level
    • Added several improvements in the jump logic
    • Improved logic when touching sensors

    Full Changelog:

    • [NEW] BodyNodes: HeroBox: uses new images using Zwoptex. Replaced Pingus with Sapus animation
    • [NEW] BodyNodes: HeroRound: improved jumps to prevent “super jump” while passing through a one-sided platform
    • [NEW] BodyNodes: Princess, BadGuy: when touched by hero, the touchedByHero method is called
    • [NEW] BodyNodes: BonusNode: new class that is the base class of Star, Fruit, and Life
    • [NEW] BodyNodes: Life: when touched it increases lives in 1
    • [NEW] BodyNodes: Star: when touched it increases points in 5
    • [NEW] Scene: Added About Scene
    • [NEW] Scene: Splited MenuScene in 2: MenuScene and SelectLevelScene
    • [NEW] HUD: scores scales up/down when new score. Life blinks when new life
    • [NEW] Levels: new Level4: A TMX based game with boxed sprites
    • [FIX] BodyNodes: Hero: Uses Box2d new API: ApplyImpulse() -> ApplyLinearImpulse()
    • [FIX] BodyNodes: KinematicNode: setAngle calls SetTransform() with the correct position
    • [FIX] BodyNodes: Platform1Invisible is subclass of Platform1 (easier to maintain)
    • [FIX] BodyNodes: Platform1 takes into account which node is the platform before disabling the contact
    • [FIX] Hero: Platform1 logic is on the Hero
    • [FIX] Hero: handles correctly jumps after passing through a one-sided platform
    • [FIX] Levels: added more lives and bonus points in the levels.
    • [3RD] Box2D: using r69
    • [3RD] cocos2d & CocosDension: using v0.99.1 (SVN r1877)
    • [3RD] libisimulate: using 2010-02-18 v1.5

    You can download the manual from here:

    If you have bought LevelSVG, 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.

    Bat Escapade: First LevelSVG based game

    Black Mouth Studios has recently released Bat Escapade, the 1st LevelSVG based game in the App Store.

    The caves were drawn using Photoshop, and once the images were ready, the boundaries of the caves were traced with Inkscape.

    Black Mouth Studios posted a more detailed description of this game in this post: Bat Escape game

    • Buy Bat Escapade: $1.99

    LeveLSVG 2.1 released

    LevelSVG v2.1 (2010-02-16) has just been released.

    Highlights:

    • Added a new MarioBros-like level
    • iPad compatible (the graphics are still formatted for the iPhone, but the code works on iPad)

    Full Changelog:

    • Box2D: using r57
    • cocos2d, cocoslive & CocosDension: using v0.99.0 (svn r1800)
    • Hero: body is removed from box2d before the node is removed from cocos2d (bug fix)
    • Hero: detects the correctly when a contact occurs (bug fix)
    • Hero: Added Heroround and Herobox subclasses. Hero is an abstract class
    • HeroBox: Moves the hero using SetLinearVelocity(). Jumps higher if jump buttons is pressed longer
    • HeroRound: behaves as the old Hero class
    • Levels: Added 2 playground levels: playground0 and playground1
    • Playground0: Platform Level that tries to emulate Mario Bros
    • SVGParser: is an static library. Default values are passed as an argument
    • SVGParser: supports ‘fixedRotation’ property
    • XCode: removed all warnings (added -fvisibility=hidden in XCode project)
    • XCode: Treat warnings as errors
    • XCode: Uses universal binary. Project compiles both for iPhone and iPad
    • XCode: Compile option “unroll_loop” is enabled

    You can download the manual from here:

    If you have bought LevelSVG, 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.

    Joystick download

    LevelSVG is using a modified version of cocos2d‘s Joystick implementation.

    The main differences are:

    • It supports a Jump button
    • It renders the Joystick (pad and button)

    This implementation is not yet committed in the cocos2d repository since it has some hardcoded values, and is focused on games that uses stick + button. The cococs2d’s version is focused on dual stick games.

    In case you are interested in it, you can download it from here: joystick-20100122.tar

    LevelSVG is available for purchase!

    levelSVG-iconLevelSVG 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

    LevelSVG map editor

    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.