LevelSVG 2.3 released

LevelSVG v2.3 (2010-05-05) has just been released.
Highlights:
  • The Boxed Hero is able to shoot
  • Joystick supports multiple buttons: 0, 1 or 2
  • Bullet: supports auto-fire, ignores hero and sensors, is not affected by gravity, auto-dies after N seconds

Full Changelog:

  • [NEW] BodyNodes: Bullet, supports Auto-fire + frequency, life span, anti-gravity when used as a dynamic body.
  • [NEW] BodyNodes: Hero: Knows how to fire
  • [NEW] BodyNodes: Enemy: If touched by bullet, it dies
  • [NEW] GameNode: implements bullet anti-gravity.
  • [NEW] Joystick: supports multiple buttons:0,1 or 2 buttons. Useful for the “fire” button
  • [NEW] Levels: Level1 uses 0 buttons.
  • [NEW] Levels: Level4 uses 2 buttons: Jump + Fire
  • [NEW] Levels: Playground0 uses 2 buttons: Jump + Fire
  • [FIX] Levels: improved documentation
  • [FIX] Levels: Level0 uses 0 buttons (it wasn’t used)
  • [FIX] Xcode: compiles and run in SDK 4.0
  • [3RD] Box2d: Uses Box2d v2.1.2
  • [3RD] cocos2d: Uses cocos2d v0.99.2 + 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.

Sapus Tongue v1.9.4 released

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.

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

Sapus Tongue Source Code v1.9.3 released

Sapus Tongue v1.9.3 source code has been released.

Highlights:

  • Includes an alpha version for iPad

Changes:

  • Admob: Uses libAdMobNoThumb3 instead of libAdMob
  • Admob: Uses libAdMob3 2009-11-19
  • AppDelegate: set window parameters before attaching the window into cocos2d [FIX]
  • Chipmunk: uses Chipmunk v5.2
  • cocos2d: uses cocos2d v0.99.1-pre (SVN r1847)
  • GameNode: uses cpArbiterGetShapes() to obtain the shapes (new API in Chipmunk v5.2)
  • Instructions: sounds effects work after playing the video [FIX]
  • iPad: most of the code is resolution independent
  • iPad: Added some iPad resources in Resources-iPad
  • iPad: Added the Xcode “sapusTongue-iPad” target in Xcode
  • MainMenu: Uses CCRadialTransition from Menu to SelectCharNode
  • Resources: levels -> Resources/tileMap. Sounds -> Resources/Sounds. Images->Resources/Images
  • Xcode: Default SDK is 3.0

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 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.

Sapus Tongue Source Code v1.9.2 released

Sapus Tongue v1.9.2 source code has been released.

Changes:

  • Buttons: buttons are loaded using CCSpriteFrameCache (faster loading times, consumes less memory)
  • BuyNode & SelectCharNode: uses CCSpriteFrameCache & SpriteSheet (faster loading times, consumes less memory, faster rendering times)
  • 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.

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

A Hand for Haiti

50% of the sales proceeds made between January 20 until January 31, 2010  will be donated to  UNICEF in support of Haiti.

LevelSVG v2.0 released

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)

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.

Trial version: If you are interested in a trial version, please contact: ricardo.quesada@sapusmedia.com