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What would improve Kobold2D?

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    1. Add Storyboard templates

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

      3 votes
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      • 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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        • 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).

            3 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… more

              3 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.

                11 votes
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                • "True" Lua scripting for Kobold2D

                  A real, native binding (*) of the Cocos2D nodes that allows you to setup Cocos2D scenes and script game logic. It may not support all Cocos2D features but the most important ones should be available and easy to use. The binding is done via one or more C++ wrapper classes and binding code generated by SWIG.

                  (*) = As opposed to a runtime/dynamic binding like Wax, which is both cumbersome to use and slow.

                  14 votes
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                    started  ·  5 comments  ·  Admin →
                  • Integrate adWhirl into Kobold2D

                    iAd & admob are great ads networks, but integrating adWhirld will be the best solution. One solution and you can "configure" the ads you like on the adwhirl portal, without recompile the application.
                    Here are a tutorial for integratin adWhirld.
                    http://www.raywenderlich.com/5350/how-to-integrate-adwhirl-into-a-cocos2d-game

                    4 votes
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                    • solve optimization suggestions of Kobold2D in Xcode

                      Let Xcode analyze sourcecode is a great way to find bugs in your own programm logic. sadly cocos2d, cocos3d, cocos2d-extensions, box2d, wax, sneakyinput, objectal and chipmunk produce lot's of these optimization suggestions and I understand that this is "their" fault and problem.
                      but it would be nice if Kobold2D would avoid to produce these messages.
                      At the moment there are 9 issues in Kobold when i build an app on the Mac (ARC enabled)

                      8 votes
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                      • Advanced collision & intersection tests

                        This includes collision/intersection tests that aren't handled by CGxxxIntersectsyyy and similar methods and where using a physics engine would be overkill. Examples include: getting the point where two lines intersect, testing if a line intersects with a rectangle, test if a rectangle is within a radius, test if a point is within a polygon, and similar 2D geometry tests & equations that are useful to game developers.

                        19 votes
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                        • bring KKInput Gestures to the Mac

                          It would be pretty cool to have some UIGestureRecognizer on the Mac platform for game development. I think swipe is the most important one.

                          4 votes
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                          • KKStartupConfig Singleton

                            I would be great if I can modify values in KKStartupConfig the applicationDidFinishLaunching method of the AppDelegate which apply to the KKStartupConfig in KKAppDelegate. I think make a singleton out of KKStartupConfig would solve this issue well.

                            In my case I want to enable the user to set some custom values win size and position. it would also be great if i could deactivate things like add on the fly or even show the FPS counter.

                            5 votes
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                            • Optimized (fast) Orthogonal Tilemap Layer

                              Cocos2D's tilemap layer does not limit drawing of tiles to what is on screen, which causes large tilemaps (eg maps 100x100 or larger) to suffer from a severe performance penalty. An optimized orthogonal Tilemap layer would only render the tiles that are (partially) inside the view, which would make even huge tilemaps as fast as a view-sized tilemap. Memory usage should also decrease significantly for large tilemaps.

                              42 votes
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                              • Simple wrapper for In App Purchases

                                Easier to use than Apple's interface for the iTunes authenticated purchases (not the "must have your own auth server" variant). With configuration files for products.

                                13 votes
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                                • Normal map support for Lighting effects

                                  Add support for normal maps to add lighting effects to sprites such as shadows, similar to those used in torqueX 2d from garage games:

                                  19 votes
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                                  • Multiplayer Networking Layer

                                    Simple API for creating turn-based and real-time multiplayer network (internet, bluetooth p2p) games with integrated Game Center support. Data transmission is wrapped into convenient methods that accept data or deliver data packets in a standardized format (base class) as requested. Essentially an improved GameKitHelper class.

                                    41 votes
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                                      under review  ·  0 comments  ·  Admin →
                                    • Event scheduling from a MoveXX action

                                      Hi Stefan, wouldn't be nice to have the ability to applya user defined selector to a MoveXX action in order to fine tune the final poisition of a sprite?

                                      1 vote
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                                      • AutoRotateBezierCurve

                                        New bezier curve where the sprite autorotate based on a bezier path it is following

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                                        • A Platformer Game Kit (commercial source code)

                                          Tilemap-based example game and source code that implements the essential gameplay mechanics of League of Evil (http://armorgames.com/play/6762/league-of-evil). Includes: jump, double-jump, wall-jump, wall-slide, collision detection, animations, deadly obstacles, shooting enemies, moving platforms, level progression, sound & music, Tiled map editor support, for Mac & iOS.

                                          19 votes
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                                            planned  ·  0 comments  ·  Admin →
                                          • Gamepad support for Kobold2D Mac

                                            Kobold2D Mac should support gamepads with all available analog sticks, digital pads, shoulder and trigger buttons, and regular buttons.

                                            7 votes
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