WizardFu.com is home to an online book about how to make a game from scratch. It's called "How to Make a Platformer Game With Cocos2D-X".
This is a living book. It gets updated as Cocos2d-X does. It's currently been updated for Cocos2dx 3.0. It 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.
The downloadable Paralaxer game source kit includes a PDF version of the online book. It's exactly the same content as you see online, except it's all packaged into one neat book you can flip through at your leisure.
Wizard Fu's specialty is creating downloadable game source kits. These kits contain source code to example games, media assets, PDF books and other goodies. The purpose of these kits is to provide a professional-grade starting point for certain genres of games and/or to help game developers learn to make games in general. Here's a few of the game kits we've made:
Create your own RPG, RTS, action or adventure game with this source kit. Learn how to manage tilemaps, characters, AI and more. This kit includes a flexible RPG engine built on cocos2d iphone (now called cocos2d swift), along with a sample RPG project called Quexlor Lite. Also included is a PDF ebook tutorial and bonus royalty-free art package. Written in Objective C, games built with this kit can be deployed to iPhone, iPad and iPod Touch.
Paralaxer is a cocos2d-x example game project and complete PDF book focusing on the details of cross-platform game development. The game uses Box2d for physics and the TMX map editor format for levels. Project files are maintained for Xcode, Visual Studio, Eclipse and even commandline make. Written in C++, games built with this kit can be deployed to iOS, Android, Mac, Windows and more platforms.
This game source kit is a hands-on introduction to making games for the absolute beginner. No programming experience is required. The included PDF book walks you through all the basics of how to code with Objective C and will familiarize you with the tools you need to develop an iPhone game. It includes source code and Xcode project files to a simple checkers game built with cocos2d iphone (now cocos2d swift). Also included is documentation, a game template project, support and a bonus artwork package to start your own creation. Games built with this kit can be deployed to iPhone, iPad and iPod Touch.
The latest game we've been working on is an adventure platformer called "Wizard Moon I". You play the role of a wizard battling the forces of evil on moon far, far away.
The game has the feel of a 16-bit platformer combined with some modern day awesome. Parts of the world are bespoke, other parts are procedurally generated.
Wizard Moon has a blend of both single player and multiplayer elements. Certain rooms can be found / unlocked which lead to arenas where other players can be battled in realtime.
From a technical standpoint, we're out to create a high-quality platformer game engine. We'll be releasing the source code as one of our game kits. We've written the game in C++ with cocos2dx because:
The demo version is almost ready. Want to be informed when it's released? You can add your email to our list to receive notifications when we do things of note:
Using Cocos2d-x a game developer writes games using a single C++ codebase and can deploy to iOS, Mac, Windows, 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?
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.
The developer / author behind Wizard Fu, Inc. is Nat 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.