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What would improve Kobold2D?

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  1. Multiple Finger Gestures = Multiple Joysticks

    It has been suggested recently by Extra Credits that using the touch screen to emulate physical control systems such as joysticks is a poor use of technology and clunky at best. They suggest designing touch-screen games to utilize one-hand control schemes.

    Unfortunately, there's only so much information a single hand can convey, right? Wrong! We've got four fingers, three primary, on each hand to use.

    Imagine a game where you use shape-based gestures to perform actions. If you want to swing your weapon, you swipe in a big arc. If you want to throw it, you swipe left, then right.…

    3 votes
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    • KKPixelMaskSprite support for spriteWithSpriteFrameName:

      KKPixelMaskSprite collision detection doesn't work with
      spriteWithSpriteFrameName:
      or
      spriteWithSpriteRenderTexture

      1 vote
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      • Admob!

        Please add Admob!! Kobold was so great!!

        1 vote
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        • Fix bug in KKAppDelegate

          There's a bug in KKAppDelegate.tryToRunFirstScene.

          My first scene, TitlePage, is a descendant class of CCScene, not a direct subclass. Its ancestry is CCScene -> ControllerLetter -> TitlePage.

          Therefore it skips this test (line 181, version 2.1.0), when it shouldn't:

          Class superClass = class_getSuperclass(firstSceneClass);
          if (sceneClass == superClass)
          {

          Since it doesn't, it doesn't return my TitlePage class and fails when it can't find the right method. It's an easy fix though. Just change those lines to:

          if ([firstSceneClass isSubclassOfClass:sceneClass])
          {

          1 vote
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          • making it Build

            Has anyone tried the iPhone version in the latest version of Xcode?

            It does not seem to build quite right.

            I think a good idea would be to make it build without errors.

            1 vote
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            • KKInput only supports single-finger gestures, with the exception of Rotation and Pinch which require two fingers by definition. While you c

              Could you make recognizers for more fingers on KKInput?

              I want to make calc game for kids and need to use KKInput recognizer for more than 1 finger.(sometimes for 3 or 4 fingers.)

              I am really thank you for making Kobold2d.
              Your work helps me a lot.

              1 vote
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              • bug on documentation

                on page "config lua settings reference" , the two kkstartupxonfig links leads to error 404 page !
                extractsof the page after clicking on link:

                KKStartupConfig Reference

                KKStartupConfig Reference for Kobold2D 2.0
                KKStartupConfig Reference for Kobold2D 1.x
                Could not retrieve http://www.learn-cocos2d.com/api-ref/latest_2.x/Kobold2D/html/interface_k_k_startup_config.html - Page Not Found
                Could not retrieve RSS feed: no URL

                1 vote
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                • Update Answer

                  http://www.kobold2d.com/pages/viewpage.action?pageId=918977

                  There are plenty of reasons why a developer would want to separate library code from project code. For starters, your library is about 300M large. If you have 5 projects using your library but don't want to get them mixed up, you're using 1.5G just to copy your files. Most developers have a system to manage their dependences better than copying huge folders.

                  My problem with this answer is (1) it is very biased, trying very hard to discourage a workflow you personally don't like. (2) It doesn't explain how to do it.

                  I hacked the xcworkspace and xcconfig…

                  1 vote
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                    1 comment  ·  Admin →
                  • 1 vote
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                    • Cocos3D Support Re-Added

                      ... Or at least remove it from the list of supported features.

                      6 votes
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                      • Kamcord support

                        There is framework that allows to record gameplay for cocos2d - https://github.com/kamcord/cocos2d-kamcord-ios
                        Would be nice to get some option for easy to enable Kamcord mode.

                        9 votes
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                          1 comment  ·  Admin →
                        • KKGameKitHelper bug

                          Sorry to file it here, but I couldn't find any bug tracking system.
                          Can any developer add the lines:
                          - (GKMatch *)currentMatch
                          {
                          return currentMatch;
                          }

                          to kobold2d/Kobold2D\ Helper/KKGameKitHelper.m?

                          otherwise currentMatch cannot be retrieved and crashes with an "invalid selector sent to instance" (or something like that) since currentMatch is declared as property with @dynamic but only the setter is implemented.

                          4 votes
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                          • Add Storyboard templates

                            Add a new template that extends the Cocos2D-With-UIKit-Views to:
                            Cocos2D-With-UIKit-Views-Using-Storyboards-iAd

                            24 votes
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                            • Integrate Tapit mobile Adnetwork into Kobold2D

                              Hi there guys.

                              I wanted to ask if someone can help me create a plugin for TapIt Mobile Advertising's SDK to Integrate with Kobold2D. We want Kobold2D users to be able to monetize using Tapit mobile network. We are currently having issue with our Ads displaying on Jptouch site.

                              We have had strong demand for it, and tech resources are pretty backed up.

                              If anyone is willing to do it, I would be happy to give them $2,000 of marketing for his/her app in exchange or other arrangement.

                              TapIt currently has about 10,000 sites and apps plugged into the platform,…

                              1 vote
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                              • Kobold2d Project Starter throws errors on creating new project.

                                Had to change permissions for Kobold2D folder cause it was write-protected for everyone (except for some system and wheel users).

                                3 votes
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                                  1 comment  ·  Admin →
                                • UIApplicationDelegate updates

                                  Seems Kobold2D is targeted at iOS 4.1+ but for initialization it still using applicationDidFinishLaunching:
                                  Apple recommends: In iOS 3.0 and later, you should use the application:didFinishLaunchingWithOptions: instead.

                                  6 votes
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                                  • Have Project Starter and Upgrader search subfolders for workspaces

                                    Currently these tools only work if you create your custom (project) workspace file in the Kobold2D-x.x.x root directory. But this is a problem for git, because any files you add to git have to be in the main .git folder, or underneath it. And ideally you want the .git root folder to be you project folder. It can't be in the Kobold2D-x.x.x folder because you can have multiple projects there, but only 1 .git file.

                                    My request is to have the Project Starter and Upgrader tools search subfolders within the Kobold2D-x.x.x folder. This way, the user can create a custom…

                                    6 votes
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                                      1 comment  ·  Admin →
                                    • File CCAnimationExtensions.m, method animationWithName

                                      File CCAnimationExtensions.m, method animationWithName, name parameter is never used. Please remove parameter and rename to animationWithFormat or something. Thanks.

                                      3 votes
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                                      • AirPlay or HDMI External Screen Support

                                        Make it easy for developers to detect available screens (internal to the device, AirPlay such as Apple TV, or a screen connected to the device via an HDMI output cable. Then select the screen for drawing. Ideally you could draw independently to multiple screens, but an intermediate compromise would be to select only 1 screen for drawing, but still accept touch input from the device, to use as a controller (maybe you could display a static image on that screen to give the user touch points).

                                        6 votes
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                                        • Simple Facebook Singleton for posting on Wall

                                          Ready to use facebook singleton, for posting a message on the user wall.

                                          14 votes
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