I want to develop tile map in my game application in cocos2d android, but I can't find any good and complete code for that. If there is any simple code to display the map please help me
thanks
santanu
AndEngine Supports Tile Map and pretty much mature applying physics Engine Laws as well.
You can start with this tutorial and there is also available tiled map tutorial on AndEngine.
http://www.andengine.org/blog/2010/06/andengine-getting-started-tutorial-video/
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I have been working for weeks on a game concept in java, and have decided it will be best to implement the game in iOS, primarily for iPad. I wrote everything myself in java and am now researching what I need to do to convert.
I haven't decided on a framework but am eying Cocos2d. However, I've not been able to find any information on a recommended method to make an infinite map. Infinite side-scrolling yes, but mine is is "infinite" in all directions.
Currently, I generate "chunks" of 16x16 tiles that are assigned biome/type info by a perlin/simplex noise generator. I wrote custom code that loads/unloads each chunk of tiles as you move. You may move in all directions.
Is this possible with the Cocos2d library? Or will I need to re-write my special rendering/map movement code in Objective-c?
As the title says, next year I´ll be focusing in on game programming on mobile devices. And I am unsure if I should start straight with learning Cocos2D as there are alot of great teaching materials for this engine, and I think it is quite capable. Or should I learn to program my own engine - I have this 400page book by Michael Daley wich teaches you to build a simple 2d engine and game ground up using particle effects, tilemaps and all that...
My question is would there be any great advantages of knowing how an game engine is built from scratch and then move to learning Cocos2D or could i safely just drop this and move straight to learning the Cocos framework? and is it especially hard building a 2D engine, etc.. do I need any specific math skills and such?
Only for iPhone then Cocos2D is best option. To support android too then use cocos2d-x
Cocos2D : Objective C - 2D game engine for iOS
Cocos2D-X : C++ based game engine for iOS / Android
I would say that you need to decide whether your goal is to create a 2d game or to learn how to make a 2d game engine. If your goal is to make a game right away then I would use some ready-made engine. I'm not familiar with Cocos2D so I can't say if it is a good choice, though.
I would like to integrate Qualcomm's Augmented Reality SDK with Cocos2d or 3d to create an app. I would like to do something similar to the multi markers example they have provided where I want it to recognize an object and have 2d images appear on the screen that is all apart of a game. I'm just not sure how to integrate the two together?
Here the source Code Link
http://www.apress.com/downloadable/download/sample/sample_id/1220/
Hope this will help you.
I am currently developing a game for iPad & iPhone using Cocos2d with Box2d.
It would have been majorly cool to achieve a lighting effect like the one in this video:
http://www.youtube.com/watch?v=Elnpm-gNI04
and on this link:
http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/
I could have a go at trying to replicate the effect with Cocos2d and Box2d from the description in the link, but I am unsure if I would be able to get very far. It looks pretty advanced and heavy.
How can I achieve this in an "easy" way? Does anyone know of a Cocos2d-version of something like this, or do anyone have some pointers to point me in the right direction?
http://code.google.com/p/box2dlights/
I have succesfully made dynamic light library that use box2d geometry and rayCasting. My library work under gles1.0 and gles2.0 and use libgdx as framework. This is peformant enough for giving dynamic real time lights to 2d games for mobile devices. I can help with porting that to Cocos2D. Basics are darn simple. It was under 100 lines when I first hacked it working for my own game.
Example:
Point light shoot from center n number of rays around it and record the closest collision points. These collision points are used for mesh that is colored with gradient and drawed with additive blending.
Try to look at this link.
http://www.cocos2d-iphone.org/forum/topic/27856
He successfully added simple dynamic light using cocos2d + chipmunk following the technique that Catalin Zima used.
Please note if you download his project and try to compile iOS build, then remove "Run Script" build phase as you may experience script didn't found error. More info to remove such phase can be seen here.
I'm new to Qt and have been trying to get this tutorial to work:
http://zetcode.com/gui/qt4/breakoutgame/
Can someone help me out with what my main function would look like?
And where should the images be stored so that they can be referenced with just their names?
Try starting from this official tutorial. It explains about the main function.
And you have the image viewer, which gives a good example of dealing with image files.
If you consider using a Qt/QML based engine, giving you the advantages of cross-platform support and many useful V-Play game components for handling multiple display resolutions & aspect ratios, animations, particles, physics and more, take a look at V-Play (v-play.net).
They also provide you with several demos and tutorials for different skill levels. (http://v-play.net/doc/daily/)
Furthermore you can find a simple BreakOut demo game here: VZombieBreak