Sapus Tongue source code v1.9.1 released

Sapus Tongue v1.9.1 source code has been released.

Changes:

  • Uses cocos2d v0.9.0-beta
  • Uses new CCCrossFadeTransition from Sapus Scene to Menu Scene
  • Uses Chipmunk 5.0
  • Updated code to use Chipmunk 5.0 (new joints and new collision detection callbacks)

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 source code v1.9.0 released

Sapus Tongue v1.9.0 source code released.

Changes:

  • Uses cocos2d v0.9.0-alpha
  • Updated all code to use the new cocos2d v0.9 API
  • Moved all 3rd party libraries to /libs (cocos2d, cocoslive, cocosdenshion, chipmunk, TouchJSON and FontLabel)
  • XCode Frameworks: Uses SDK 2.2.1 as a Base SDK. This prevents ‘missing’ libraries
  • XCode Frameworks: Deleted duplicated Frameworks like libz and AVFoundation

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 2009-11-12 released

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LevelSVG 2009-11-12 was released.

Highlights:

  • It’s much easier (and tidier) to create and/or modify box2d objects.
  • Added new Spinner object
  • Objects can be touched / dragged (eg: Spinner can be rotated  by touching it)

Full Changelog:

  • GameScene: Object creation has its own file. It’s easier to add callbacks
  • GameScene: renamed BodyMetaData to BodyUserData
  • Box2d: updated to r23
  • Object: added Spinner object
  • Touches: objects can be touched and dragged
  • Touches: Added some workarounds to convert node to world coordinates when using the camera
  • Levels: Added a big box around the levels
  • Levels: Level4 has 2 spinners

You can download the updated 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 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.

Sapus Tongue source code v1.8.3 released

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 source code v1.8.2 released

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.

cocos2d + box2d: part II

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.



Experimenting with cocos2d + physics engine

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 source code v1.8.1 released

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.