Download from the Appstore here
Oh yes!! Even while I (or cocos2d for that matter) made a small mistake on the UIRequiredDeviceCapabilities Info.plist variable, known issue: 769
http://code.google.com/p/cocos2d-iphone/issues/detail?id=769 in cocos2d 0.99
I had the same issue/made the same mistake and also got rejected by Apple because of this: “Only specify the required hardware functions don’t mention the ones that aren’t required by your app.”
Archive for March, 2010
Yesterday we submitted our first game in the app store, you never know how long it’s gonna take before approval (if you get one), so we are now impatiently waiting and it already seems like forever! In the meantime, because just sitting still doesn’t speed things up psychologically, I’ve created a little teaser vid:
And a support website that’s not yet finished but already open for public display, hooray!
So that’s that, now for some technical background, the game idea is a totally 100 percent copy of the flash version, but it’s totally rebuild in cocos2d for iPhone framework and the box2d physics engine. That’s basically objective-C en C mixed, a little tough at first for me but you get the hang of it when you see the progress of the game. The whole port took me basically a week and all the extra stuff, using spritesheets for the character animation, menu + credits implementation another week. That was including learning the cocos2d stuff, which by the way is a great framework with pretty good performance (via OPENGL). Even on the old (2G) iphone the app appears to be more responsive than the flash-version @ a fast pc.