Cocos2D + Box2D Editor? - ios

I want to develop an Angry Birds style game (more for learning purpose), so I am digging into Cocos2D + Box2D and after having done a few test all by code I am wondering which tool can I use to design level easier ?
A bit of google pointed me out Tiled or R.U.B.E. but I am not really sure if it's what I need. Tiled seem to be more designed for tiled game like a plat-former and I don't really know about R.U.B.E.
What I'd like to do is being able to place my body manually in a scene, set their physic property and so...
Which tool would you recommend for this kind of level design ?
Thank in advance.

I advise you to download/buy LevelHelper/SpriteHelper, they have helped me a lot when I was a novice with box2d. I think it's just what you need, once you learn the basics then you can go forward freely without them. In addition now there's also one or more tutorials on the Ray Wenderlich site that will help you even more like this (The softwares are not free, but in my opinion they worth their price)

Related

Physics engine or not for making a Pendulum in iOS?

I'm trying to replicate the pendulum effect as seen in the old game "Gold miner", if you ever played it before. Do I need to use a physics engine for that, or not? I heard that Box2D is preferred over Chipmunk when it comes to ropes, but do I really have to join two objects together with a rope to accomplish this pendulum effect? I'd love to do it without a physics engine, but if I have to use one I think I would pref chipmunk as it comes with Cocos2d v3. (In short, whats the best way of making a pendulum that swings forever and can be lowered and raised)
Im' a complete n00b when it comes to physics engines, never used one before, only made non-games apps before :/ Any help is very appreciated =)
You mean the grappling hook in that game? That's absolutely not physics, or at least can be done easily without a physics engine. At best you may want to use the physicss engine's raycast collision detection methods (if any).

Slingshot action (movement) without cocos-2d

I want to create a game in which the sling shot will be used like in angry birds or sling shot game. I want to ask can is this possible to make the slingshot action like it throws at object in the angle with out cocos-2d. Please help me how should I proceed with this because I do not much on cocos 2d.
Thanks in advance.
I think you must make a method which will find the points to make a path from initial point to end point.
for that you need to use some dynamics concept.
after that you can implement animation of view along "path".How would I implement animation along a path using the iPhone SDK?
Hope this help
I think you should just go with buying this starter kit if you want to avoid deep dig into cocos2D.
It's got good dynamic features with lots of documentation.
You can UIView animation alternative of Cocos2d

Cocos2d side scrolling game best way to implement it?

I was wondering if its better to add sprite by sprite(spritesheets) for the each level of the game? or is it better to add segment by segment for the levels in the game?
The thing is that i want to be able to have animated objects in my game.. like moving platforms, falling platforms, part of the wall that can smash your player, but the thing is the level has an end. its not an endless game like jetpack joyride... it has end per level like Badland
example:
Badland Side-Scrolling Action Adventure Game
Hello I would use SpriteHelper and LevelHelper. I have learned that they are very helpful in making game with levels. With these applications, you can plan out your level sprite by sprite. They are cheap. I know on the Mac App Store, LevelHelper is $24.99 and SpriteHelper is $16.99. SpriteHelper is a sprite packer and LevelHelper allows you to lay out your game world/level. Here are the websites for both.
LevelHelper- http://www.gamedevhelper.com/levelhelper/
SpriteHelper- http://www.gamedevhelper.com/spritehelper/
Ray Wenderlich has great tutorials on those two apps.
Here is the link: http://www.raywenderlich.com/28713/how-to-make-a-game-like-jetpack-joyride-using-latest-levelhelper-spritehelper-cocos2d-edition-part-1
This tutorial uses the example of "a game like Jetpack Joyride." I know that this is not the game you want to learn how to make but it gives you great insight about how to use LevelHelper and SpriteHelper. The links for the apps also have guides on how to use the two apps.
Hope this helped and Good Luck!

three.js - create draggable circle

I've just cloned the three.js project from github. I'm interested in creating a circle on a 2d plane that I can drag with my mouse. I have no experience in graphics programming (WebGL or OpenGL).
Can someone please point me in the right direction? I've tried google, but the examples seem too complicated.
Many thanks in advance,
I think this is something you need to have a go at. It's not nearly as complicated as you might think. If the maths are scaring you off, don't worry three.js handles it all for you, you just need to add a camera, some shapes and ask it to render them.
Please do take the time to go through aerotwists three js tutorials as these will give you a good grounding in how to setup a basic scene.
You will quickly realise that once you have a scene you can change objects quite easily using your current scene.
As for dragging things around, I'm sure that will come just try to walk before you can run.

iOS + Cocos2D: Simple Colission/Bounce (do I need box2d/chipmunk?)

So I am writing a simple game and need to do collision detection. Basically balls are going to bounce off each other as well as walls.
Do you think chipmunk/box2d would be overkill for this? Or can I just implement the algorithm myself?
I'm a huge fan of Box2d so I'd recommend using that. Your simple game may start of simple but if you ever want to do more then you are all setup. Also, once you implement it and get the basics down you'll be amazed at how simple it is. If you decide to go with Chipmunk though, I've heard a lot of good things about Space Manager (http://code.google.com/p/chipmunk-spacemanager/) as far as being really easy to implement, but I have not used it myself.
Check out: http://www.raywenderlich.com/457/intro-to-box2d-with-cocos2d-tutorial-bouncing-balls
for a great tutorial
Detecting collisions of the balls will be easy. Making them bounce realistically is the difficult part. The more realism you want/need, the better off you will be using a physics engine.

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