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 (forum, IRC)
  • AppStore approved: More than 2500 AppStore games already use it, including many best seller games.

cocos2d for iPhone supports: iPod Touch, iPhone, iPad and OS X


  • 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: Space Bot Alpha is Out on the App Store!

About Space Bot Alpha with 0 comments by sarah_jane_smith on Nov 18th, 2014

Space Bot Alpha has been months in the making, with around 20k lines of objective-c and a metric butt-load of art assets all packaged up and pushed out to the world via the App Store.

Now I'm starting on sending out the mass of emails and social media messages that I have listed on my little to-do list here. Top on that is mailing the amazing Kevin McLeod of Incompetech who provides his excellent music for free. I've promised him some promo codes and given his donation button a hit with some appreciation that goes in the bank as well. If Space Bot Alpha does well there'll be more.

Of course this is not the end - its really just the beginning and I'm working on both the Android port and the first patch release. Shipping a game is hard, but you don't get to rest at the end of it. I'm just hoping and wishing that the players like it, buy it and have fun with it.

That will make the work worthwhile that I have ahead of me on the next update with more levels, and also the Android port.

It's out!!! It's out!!! Everything is awesome!

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

Best of cocos2D i ever see :)

+1 vote     reply to comment
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Released Sep 7, 2010
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