- 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)
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.
Sapus Tongue v1.8.2 source code released.
Changes:
- Uses cocos2d v0.8.1 (final)
- Fixed leak in GameHUD#newTextField_Rounded method
- Fixed extra-release in GameHUD#saveCallback
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.
Today I’ve been working on the editor and it is more or less functional. It is still a prototype, but it should work for very basic games.
Here is a video that shows some of it’s features.
Coding real games is the best way to evaluate how useful a game library is (like cocos2d).
I’m really happy with cocos2d, and the way it has evolved, but I think cocos2d needs to have better integration with a physics engine (box2d, chipmunk, or any other physics engine).
And by integration I mean:
- An easy way to edit a physics world (bodies, shapes, etc.)
- An easy way to edit visual world (eg: using tile map)
- An easy way to match the physics world and the visual world
Ideally all these steps should be integrated using just 1 editor.
But before coding 1 editor that integrates physics + visual worlds, I’m exploring the existent alternatives.
For example, the tiled editor is a really good tile map editor (supported since cocos2d v0.8.1), and inkscape can be used to draw physics edges. But is it easy to mix those editors ? What are the alternatives ?
Well, that’s what I’m doing now… I’m building a platform game with the idea to evaluate how easy is to code it using cocos2d.
The 1st step I took was to learn box2d. If you want to test the latest box2d version (from svn) inside the iPhone without cocos2d, use this patch. And if you want to use the latest box2d version with cocos2d, then you should use the latest cocos2d svn revision.
Did you code a platform game using cocos2d ? Would you mind sharing your experience ?
Sapus Tongue v1.8.1 source code released.
Changes:
- Uses cocos2d v0.8.0 (final)
- Added LoadingBarNode.m class
- It’s a simple but useful class that displays progress while the textures are being loaded
- Once the textures are loaded, a callback is called
- This class can be used like any other CocosNode object
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.
Sapus Tongue v1.8.0 source code released.
Changes:
- Uses cocos2d v0.8-beta + fixes (r1067)
- Uses cocos2d v0.8 features:
- onEnterTransitionDidFinish signal
- new parallax code
- Uses new CocosDenshion sound engine
- calls [[TextureMgr sharedTextureMgr] removeUnusedTextures]; on dealloc
- Hi Scores: uses cc_playername instead of usr_playername
- Uses AdMob 2009-06-17
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.
cocos2d for iPhone has a new home page: http://www.cocos2d-iphone.org/ that contains:
- the official cocos2d for iPhone blog
- the cocos2d for iPhone new forum
- the cocos2d for iPhone documentation
In this blog I will continue to announce news regarding Sapus Media (the company behind cocos2d for iPhone), but everything related to cocos2d for iPhone will be announced on that site.
Since cosos2d v0.7.3, you can specify the texture’s pixel format of your PNG/TIFF/BMP/GIF images. The texture’s pixel format is the way the image is stored in GPU memory. Possible pixel formats:
- RGBA8888 (32-bit) (kTexture2DPixelFormat_RGBA8888)
- RGBA4444 (16-bit) (kTexture2DPixelFormat_RGBA4444)
- RGB5_A1 (16-bit)(kTexture2DPixelFormat_RGB5A1)
- RGB565 (16-bit) (kTexture2DPixelFormat_RGB565)
RGBA8888:
- 8 bits are assigned to the red channel, 8 bits to the green channel, 8 bits to the blue channel and 8 bits to the alpha channel.
- Use this pixel format when you need the maximum possible quality for your image.
- But it will consume the double of memory compared to 16-bit textures. Memory is a precious resource on the iPhone
- Usually it is also slower to render.
- Useful for: background image of your intro scene, and for images with lots of gradient colors
RGBA4444:
- 4 bits are assigned to the red channel, 4 bits to the green channel, 4 bits to the blue channel, and 4 bits to the alpha channel
- It gives you good quality in all channels, good speed, good memory consumption.
- Useful for: sprites that have different values of transparency
RGB5A1:
- 5 bits are assigned to the red channel, 5 bits to the green channel, 5 bits to the blue channel, and only 1 bit to the alpha channel
- It gives you good quality in RGB channels but poor quality on the A channel. It also gives you good speed and good memory consumption.
- Useful for: sprites that have transparent parts, but the transparency is either On or Off
RGB565:
- 5 bits are assigned to the red channel, 6 bits to the green channel, and 5 bits to the blue channel. It has no alpha channel support
- It gives you the best possible quality for 16-bit textures, but without alpha channel support.
- Useful for: background images in your game.
The default pixel format in v0.7.3 is RGBA8888. How to use it:
// Set the pixel format before loading the image // RGBA 8888 image (32-bit) [Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888]; Sprite *sprite1 = [Sprite spriteWithFile:@"test-rgba1.png"]; // Set the pixel format before loading the image // RGBA 4444 image (16-bit) [Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA4444]; Sprite *sprite2 = [Sprite spriteWithFile:@"test-rgba2.png"]; // Set the pixel format before loading the image // RGB5A1 image (16-bit) [Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGB5A1]; Sprite *sprite3 = [Sprite spriteWithFile:@"test-rgba3.png"]; // Set the pixel format before loading the image // RGB565 image (16-bit) [Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGB565]; Sprite *sprite4 = [Sprite spriteWithFile:@"test-rgba4.png"]; // restore the default pixel format [Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_Default];
- Q: Can use this technique for PVRTC images ?
- A: No, PVRTC images have their own format. PVRTC images are faster and they consumes less memory since they are either 2-bit or 4-bit textures but the quality is not that great.
- Q: If I use 16-bit textures, will my game load faster ?
- A: The texture pixel format has nothing to do with the loading times of your game. The Pixel Format is how the image is stored in the GPU memory. If you want faster loading times you should reduce the size of you .PNG/GIF/TIFF/TMP image file.
- Q: Should I use RGB565 for the images that are compressed by XCode ?
- A: When XCode compresses the PNG images, it will create a compressed PNG image that has it’s alpha channel premultiplied in the RGB channels. The PNG format is RGB565, but you should NOT confuse a PNG format with a texture pixel format. A PNG image is understood by Photoshop and cocos2d, but the GPU knows nothing about PNG images. The PNG images need to be converted into a Texture (the format understood by the GPU). The answer is: it depends on what you want. The Image (PNG,GIF,TIFF,BMP) format is independent of the Texture format.
- Q: If I create a PNG/BMP/TIFF/GIF image without alpha channel, can I change the texture pixel format ?
- A: If your PNG/BMP/TIFF/GIF image has no alpha channel (premultiplied or not), then the pixel format that will be used for the texture is RGB565. It can’t be changed using the API but you can change by modifying the Texture2D.m file
- Q: Can I change the pixel format once the texture was created.
- A: No. Once the Texture was created you can’t modify the pixel format. But you can create new textures from the same image using different pixel formats. Just remember to remove the image from the TextureMgr!

More and more games are using cocos2d.
The complete list of known games that are using cocos2d is here: Games using cocos2d. There are more than 100 games without including free/demos versions.
Also, 3 cocos2d games are in today’s Top 10 free games list!:
- Unblock Me FREE (3rd)
- StickWars Lite (6th)
- Fishing Frenzy (8th)
It is worth noting that StickWars continues to be in the Top 10 paid App list (it’s ranked #2). I think that it has been the #1 Top paid App for at least 3 weeks.
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