Wizard Fu Games

Wizard Fu makes indie computer games. Our latest in development is Songbringer. (Imagine if The Legend of Zelda were proceduraly generated and set in a Star Wars-like galaxy.)

Are you a game developer? You may be interested in our daily live stream or the archives. We also author a free book on cocos2d-x, a video series about becoming an artist, a cocos2d-x library prebuilder called RapidGame and an Entity Component System written in C++ called EntityFu.

The living Cocos2D-X book.

WizardFu.com is home to an online book about how to make a cross-platform game from scratch. It's called "How to Make a Platformer Game With Cocos2D-X".

The book covers everything from creating a meta-project that deploys to iOS, Mac, Windows and Android to artificial intelligence. There's even a chapter about how to publish games yourself and become an apprepreneur. It has currently been updated for version 3.x of cocos2d-x.

Cocos2d-x and Cocos2d

Wizard Fu develops games using the Cocos2d family of game engines because they are free, open-source, wicked fast and MIT licensed. They use a well-known API, have Javascript and Lua support, include Box2d and Chipmunk physics engines, support TMX tiled maps, have a strong and easy-to-use action API and are based on OpenGL. Simply put, they provide everything a game developer needs in a modern 2d / 2.5d game engine.

Using Cocos2d-x a game developer writes games using a single C++ codebase and can deploy to iOS, Mac, Windows, Linux, Android, Windows Phone and more platforms. We highly recommend it because of the wide deployment options. For more on Cocos2d-x, see our primer on the subject: What is Cocos2d-x?

Using Cocos2d iPhone / Swift a game developer writes games using Objective C and can deploy to iOS and Mac. For more info on Cocos2d, see our primer: What is Cocos2d?

How strong is your wizard-fu?

Your wizard-fu is the strength of your game development powers.

Mastery of wizard-fu comes when one is able to create art, music and code.

With refined wizard-fu, creating games rapidly is an effortless and exciting process.

About Wizard Fu Game Development

The developer / author behind Wizard Fu, Inc. is Nathanael Weiss. He began sketching games in the gravel on the playground, sharing his excitement with friends. His first game, released in 1995, was programmed in C, typed in via the command-line edit application and compiled for MS-DOS. Back then, 640 by 480 pixels at 256 colors was the norm and it was fun to play a trick called color palette swapping.

In 2010, Nat developed the iPhone Game Kit which included the source code to an RPG called Quexlor Lite built with cocos2d iphone, a checkers game called Monster Checkers, a PDF book explaining how to make games for the beginner and a royalty-free isometric artwork package. Later, the iPhone Game Kit was split into two specific game kits: one for beginners, and one for RPG lovers.

Later on was the launch of a community game project where forum members helped contribute spritesheets, artificial intelligence, sound effects, music and beta testing. The community project produced the game Quexlor: Lands of Fate, an RPG with a sword-wielding barbarian king as the main character. Quexlor: LoF is available on the app store for iPhone, iPad and iPod Touch.

Recently created is the Paralaxer Project, a free, online, continually-updated cocos2d-x book and example game source kit. Paralaxer was recently moved to it's new home here at wizardfu.com.