cocos2d for iPhone is a engine framework for building 2D games, demos, and other graphical/interactive applications. It is based on the cocos2d design: it uses the same concepts, but instead of using python it uses objective-c.

cocos2d for iPhone is:

  • Easy to use: it uses a familiar API, and comes with lots of examples
  • Fast: it uses the OpenGL ES best practices and optimized data structures
  • Flexible: it is easy to extend, easy to integrate with 3rd party libraries
  • Free: is open source, compatible both with closed and open source games
  • Community supported: cocos2d has an active, big and friendly community (forumIRC)
  • AppStore approved: More than 2500 AppStore games already use it, including many best seller games.

cocos2d for iPhone supports: iPod TouchiPhoneiPad and OS X 

Features:

  • Scene management (workflow)
  • Transitions between scenes
  • Sprites and Sprite Sheets
  • Effects: Lens, Ripple, Waves, Liquid, Twirl, etc.
  • Actions (behaviors):
    • Trasformation Actions: Move, Rotate, Scale, Jump, etc.
    • Composable actions: Sequence, Spawn, Repeat, Reverse
    • Ease Actions: Exp, Sin, Cubic, etc.
    • Misc actions: CallFunc, OrbitCamera
  • Basic menus and buttons
  • Integrated physics engine (both Box2d and Chipmunk)
  • Particle system
  • Text rendering support (variable and fixed width fonts)
  • Texture Atlas support
  • Tile Map support (TMXmaps):
    • Orthogonal maps
    • Isometric maps
    • Hexagonal maps
  • Parallax scrolling support
  • Sound support
  • Streak Motion support
  • Render Texture support
  • High Score server (Cocos Live)
  • Point based API: Supports Retina Display
  • Touch/Accelerometer support (iOS).  Keyboard / Mouse support (Mac)
  • Portrait and Landscape mode (iOS) / Automatic Fullscreen support (Mac)
  • Integrated Pause/Resume
  • Fast Textures:Supports PVRTC textures, 8-bit textures, 16-bit textures and 32-bit textures
  • Language: objective-c
  • OpenGL ES 1.1 based (iOS) / OpenGL 1.5 based (Mac)
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Blog RSS Feed Report abuse Latest News: About Weapons and Systems

About Pixel Boat Rush with 0 comments by XperimentalZ on Sep 18th, 2014

As Pixel Boat Rush gets very close to release (aiming for October 2 on the App Store and later on other platforms), we will give more details about the basic gameplay.

The core of the gameplay is wrapped around a one-touch racing mechanic.  Touch to accelerate, release to brake.  Braking on a wave makes the boat 'stick' to it. This allows the player to chose whether or not to jump.  Most of the time, it's better to stay on the track since air drag slows you down when jumping. However, sometimes it is preferable to jump like for grabbing a power-up, avoiding an obstacle or a tricky set of waves.


Two other buttons are used for weapons and defensive systems. From the start, every boat has a weapon equipped but from the second half of the game, a second button is introduced, either for a weapon or an active system.

Active systems include jump, speed boost, repair, shield or stun field. There's also passive systems like coins and tools boosts, electronic jamming, repair, respawn and power-up boosts. However, only active systems can be used at will, as long as they have energy.

There's loads of weapons in the game and almost all of the 50 boats have a unique offensive configuration.


Each weapon has a given range, size, damage, speed and fire rate. Of course, some have deeper differences in their behaviour. Rockets are guided, mines are dropped behind, grenades are fired in an arc trajectory, boomerangs come back to attack opponents behind you, stunners slow down opponents and disable their guns, and so on.

Since every boat has a unique equipment configuration and set of statistics (top speed, acceleration, downforce, brakes, armor) they all play differently.  This also means that they need different tactics to be effective and that they are better adapted to some racing events.

All in all, a massive amount of work went into the development in order to bring lots of diversity, re playability and mayhem!


Here's the official trailer for the game

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Post comment Comments
3dslider
3dslider Jan 11 2014, 5:14pm says:

Best of cocos2D i ever see :)

+1 vote     reply to comment
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Platforms
iPhone, iPad
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Official Page
Cocos2d-iphone.org
Licence
Zlib
Release Date
Released Sep 7, 2010
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