I've read a lot about building isometric-tile-map based games for iOS using cocos2d (tutorials, examples, etc.). Unfortunately, can't find a proper example of making a classic platformer game with isometric tile map. The main thing is - how to make player able to jump, and how to build platforms that can be placed on different level above the ground. I know that this definitely can be achieved with cocos2d, the best example of what I have on my mind is game called "Alone" - http://www.itlgames.com/alone - there are videos and screenshots on the app website, that demonstrates player's ability to jump like in classic platformer game, but the world is presented using isometric tilemap. Author of that game claims that it was made with a help of cocos2d (source: http://www.cocos2d-iphone.org/games/game/alone-free/374215545). Anyone had seen good open-source example of jumping and platforms on isometric tilemap?
There is an cocos2d/box2d platformer kit available:
http://www.commander-cool.com/ios-2d-platformer-starter-kit.html
Maybe this helps?
Related
I am working on a game where I need to draw a bunch of lines to create a wireframe sort of object, I can do this in sprite kit using nodes but adding a bunch of nodes to the screen will drop the frame rate down a lot. I don't know how to use OpenGL Es at all so that's not an option for me. Is there anything that would just allow me to draw lines on the screen in Sprite kit without adding nodes or is there another framework that will allow me to do that?
If you want a 3D wireframe then your choices are sprite kit (which is built on top of OpenGL), OpenGL, or Metal. Or I guess you could use somebody's 3rd party framework that is also built on top of OpenGL or Metal.
I tend to agree with nhgrif's comment that you're "I don't know xyz so I can't do that" is needlessly limiting. If you can't do anything that involves learning new APIs then you're never going to get very far as a developer.
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!
I have been using Corona SDK for almost a year, and have a couple simple games developed. What I am looking for now is some way to create 3D illusions in Corona SDK. If anyone has any experience with 3D in Corona, I would appreciate any advice. I've tried several game engines, but they either don't work with Corona, or cost way too much.
You can create a 3D model in Sketchup, export an image, and add it to your Corona app.
If you want animations, you can also export a bunch of sprites from Sketchup (sort of) and use the movieclip library to play the animation.
Check out LIME library for Corona sdk, you can simulate 3D effect with parallax or orthogonal view. And there is some code in code sharing section of corona, but i dont know if that can be useful:
http://developer.anscamobile.com/code/texturemapped-raycasting-engine
http://developer.anscamobile.com/code/raycasting-engine
Struggling to distinguish between frameworks for iOS game development. Looking to draw a comparison amongst following frameworks i came across :
How to choose between frameworks or we can mix/match these together, what goes with what ?
Cocos2d
Quartz2D
OpenGL ES
sparrow
any other frameworks out there to consider ?
Which collision detection framework to use :
Box2D or chipmunk ?
is this a choice only with cocos2d ? what if i am using any of the other frameworks listed above , e.g openGL ES - can box2d be used with that or some other popular framework serves a better combination ?
edit #1
When we start a fresh cocos2d project following lines of code seems to be ref to openGl - does that mean we can mix and match the two or one is built on top of other... ?
EAGLView *glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8
depthFormat:0 // GL_DEPTH_COMPONENT16_OES
];
// attach the openglView to the director
[director setOpenGLView:glView];
Ok,
Regarding physics engine of Box2d or chipmunk, i think both are great, each having its own benefits, it depends on you, using which engine you are more comfortable with?
Chipmunk is written in C, while Box2d is c++.
Box2D does support Continuous Collision Detection, but Chipmunk does not.
I personally use Box2d, may be i will be little biased, but i prefer Box2d. You can search more on cocos2d forum http://www.cocos2d-iphone.org/forum/.
Now regarding the frameworks, then what i know cocos2d and sparrow are the game engines while openGL ES and Quartz 2D are the graphics rendering API.
there is a post regarding the difference between a framework and the engine given below
What's the difference between an "engine" and a "framework"?
cocos2d uses openGL ES for drawing , difference between cocos2d and sparrow is well defined in the link given by bryanmac.
Using an engine is far more better to start than using an API and create your own framework. You will get many well defined functions already written in the engine which you have to code yourself if you use only rendering API.
I don't know much about sparrow but cocos2d is thoroughly developed, well documented, open source, Objective C language, so i will prefer cocos2d.
For what I have seen Cocos 2d is very powerful, you have full control of the scene, and it is still high-levelly as a framework. The learning curve is somehow steep, but it worth it. Of course you can integrate with Box2d http://www.raywenderlich.com/28602/intro-to-box2d-with-cocos2d-2-x-tutorial-bouncing-balls
Now, Sparrow for me is a speed framework, it is not as versatile as cocos-2d, but you can develop a game in a few days. In my experience, without knowing squat of sparrow, I took 15 days to develop a full simple game, where 60% of time I spent in designing the sprites and backgrounds. And yes you can use Box2d http://www.codeandweb.com/blog/2012/05/07/physicseditor-sparrow-box2d.
If you are starting, and your game is sprity, use sparrow, then little by little start moving to cocos-2d.
I have to develop an app which has on screen 10 balls. When user shake the phone a sound will play and the ball have to move around the screen colliding each others without go out of bounds. I think i have to use cocos2d, box2d or chipmunk, but i don't know how can i do a thing like that. If someone have a tutorial, or some code it will be very appreciated.
I found another method that could be useful, it's CGRectIntersectRect(obj1.frame, obj2.frame)
but i think it isn't the correct way for my problem, is it right?
Thanks
Box2d or Chipmunk are supposed to take care of the collisions, so you don't have to use functions like CGRectIntersectRect to handle these kinds of events.
Start with some cocos2d tutorials to see how to display sprites on the screen and after that see some tutorials for your physics system of choice.
Box2d and Chipmunk are physics engines that come WITH cocos2d, cocos2d is the graphics engine.
I suggest you go for Box2d as it not only provides collision detections (including with circle body shapes for your case) but also lets you handle all the physics etc. I've never used Chipmunk.
There is a short Objective-Chipmunk tutorial that does most of what you are looking for already:
http://chipmunk-physics.net/tutorials/SimpleObjectiveChipmunk/