Showing posts with label Cocos2D. Show all posts
Showing posts with label Cocos2D. Show all posts

Tuesday, October 04, 2011

Fixing the Problem of Cocos2D Game Disappearing in iPhone Simulator

I Created a new Cocos2D game. But it did not work well in iPhone simulator. It often disappeared in the simulator. I had to relaunch the simulator or relaunch Xcode. It was very boring. I didn't know why, because this project was still very simple.

I noticed there is a warning that Info.plist is included in the target. I did the following things:

1. Renamed Info.plist to ProjectName-Info.plist

2. Changed Info.plist to the same name in the target settings

3. Removed ProjectName-Info.plist from the target

The problem fixed!

Thursday, September 29, 2011

Why Use Cocos2D Instead of UIKit to Develop Games

I am leaning Cocos2D for iPhone. I am thinking why we should use cocos2D instead of UIKit to develop games.

Here are the reasons:

1. Cocos2D is built on OpenGL. You may not know OpenGL.

2. Cocos2D supports tiled map.

3. Cocos2D helps you reduce memory cost by supporting atlas images and providing CCSpriteBatchNode.

4. Cocos2D supports parallax backgrounds.

5. Cocos2D has more animations and transitions.

6. Cocos2D supports particle systems.

Cocos2D provides physics engines, but I don't think it is one of the reasons we should use Cocos2D. Because these physics engines are not designed for Cocos2D only. If you use UIKit, you can use these physics engines too.