Sapus Tongue Source Code v1.9.4 (2010-04-21) has been released.
Highlights
Includes FastGrid, a node that is capable of running cocos2d effects consuming very little CPU resources
Full Changelog
[NEW] Added FastGrid: a light-weight node that is able to run effects consuming almost no CPU
[NEW] MainMenuNode: Uses FastGrid + Liquid effect on Background image
[FIX] All: replaced cpv with ccp in cocos2d nodes. cpv is only used in chipmunks objects
[FIX] MainMenuNode: Doesn’t use GradientNode. Background image contains a better the gradient
[FIX] SapusIntroNode: Smoother transition from Default to MainMenu on the iPad
[FIX] Xcode: uses optimized architecture (ARMv6 and ARMv7)
[FIX] Xcode: uses thumbv2 for ARMv7, disables thumb for ARMv6
[FIX] Xcode: All the Scene nodes are grouped in the “Scenes” group
[3RD] cocos2d: updated to cocos2d v0.99.2-rc + fixes
f 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.
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.
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.
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.
SapusIntroNode: reuses Default.png instead of loading a new image
GameNode: using better hash values for Chipmunk
Uses cocso2d v0.99.0-rc + blend fix (SVN r1761)
Uses Chipmunk v5.1
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.
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 v2.0 (2010-01-07) has just been released.
Highlights:
Includes 3 “real-world” levels
These levels use different drawing techniques so you can choose the technique that suits your game better. For example, they use Parallax, SpriteSheets, background images, TMX Tiled Maps, and custom drawings
It is much easier to maintain and extend: each SVG object is represented by it’s own class
Full Changelog:
BodyNode: SVG “objects” have their own classes: Hero, Princess,
Enemy, Platform, Platform1, Elevator, Movingplatform, Spinner, Hole
BodyNode: receives contact events
BodyNode: Hero receives accelerometer and joystick events
BodyNode: Hero uses the contact normal for jumping (more realistic jumping)
BodyNode: Platforms uses GL_REPEAT texture parameters and are rendered
with an SpriteSheet
cocos2d: upgraded to pre-v0.9.0-beta2
GameNode: GameScene is now GameNode
GameNode: added “paused” state
GameNode: removed “object” logic (now in BodyNode)
GameNode: removed the BodyUserData structure (not needed anymore)
HUD: displays score and lives. Includes a semi-transparent layer
IntroNode: new node
Levels: Added custom levels: Level0, Level1, Level2, Level3,
showing different possible uses.
Levels: Sprites are rendered with an SpriteSheet
Levels: ex level0, ex level 3, and level 5 are not displayed by default.
Level0: new level that uses a big TMX tiled map, background image,
sprites, with a parallax layer.
Level1: it’s the old level1 with a background image. Box2d debug
draw is disabled by default.
Level2: it’s the old level2 with: All the platforms are drawn with
sprites, it has an elevator (platform that goes up and down),
it contains a background image, and everything is “parallaxed”.
Box2d debug draw is disabled.
Level3: (ex level4). The spinners are drawn with sprites.
MenuNode: MenuScene is now MenuNode
MenuNode and GameNode uses the onEnterTransistionDidFinish to
smoother transitions
MenuNode has a moving background
XCode: links against libisimulate.a (to use it, you need to install
iSimulate on the device)
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.
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.
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