General
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Admob!
Please add Admob!! Kobold was so great!!
1 vote -
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 -
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 -
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 -
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 URL1 vote -
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 -
1 vote
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Cocos3D Support Re-Added
... Or at least remove it from the list of supported features.
6 votes -
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 -
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 -
Add Storyboard templates
Add a new template that extends the Cocos2D-With-UIKit-Views to:
Cocos2D-With-UIKit-Views-Using-Storyboards-iAd24 votes -
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 -
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 -
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 -
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 -
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 -
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 -
Simple Facebook Singleton for posting on Wall
Ready to use facebook singleton, for posting a message on the user wall.
14 votes -
"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 -
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-game5 votes
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