...First of all, simplify by only using one label. Maybe by reading it from a plist it is double escaping the ‘\’ character? Try just setting it in your code: NSString* lineOne = @”Something\nsomething”;...
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...It works when I hard code it. That defeats my purpose of doing a plist though. Didn’t want to fill my code with all the signs information but may have to. That was why I was doing multiple labels to get more information on a sign since \n did not work in plist.......
Got something working from plist the long way. I read all four lines from plist and then I concatenate them together using NSString* fullText = [NSString stringWithFormat:@"%@ %@ \n %@ %@",lineOne,lineTwo,lineThree,lineFour]; but for some reason it is left aligning it all even though the label...
Nat , do we need to do autorelease this actions and animation ? Or they get autorelease after the instance gets over ? And my question was more generic I wanted to know is it better to load the frame animation of the gameplay in cocos2dx at the runtime or we should load it before the loa...
In regards to your question about animations. Check out how they work in the Paralaxer project. All the animations are referenced in profile.plist files and they are all loaded and ready to use in the game for you. For the player, it loads "Player profile.plist" in LevelObject::loadProfile() and ...
Good news! Both the iOS Game Creation for Beginners and the Action RPG Engine game starter kits have been updated for iOS 7. In addition, the included version of Cocos2d-iPhone has been updated to the 2.1 stable release. Downloading the Updates If you're an existing customer, it's easy ...
Wouldn't it be cool if you could write a Cocos2D game with one codebase and deploy it to multiple devices, say iPhone and Android? Well, thanks to Cocos2D-X, this is now possible. You can write cross-platform, portable games with the same API as Cocos2d iPhone. For quite some time I've held of...
Hey everybody! :) Today marks the end of Phase 2, so get your levels, code, and other stuff in as soon as you can. The next two weeks (until March 16th) is the polishing phase. We should theoretically be done with all Phase 1 and 2 stuff and be honing, polishing, and improving the overall gameplay....
Are you new to making games? If so, you might be feeling a little overwhelmed with the vast amount of choices available when it comes to platforms. This blog post is an attempt to clear the waters regarding the Cocos2d family of game engines, their operating systems and languages. An individual e...
We've been busy. Here are four things we're working on to improve the iPhone Game Kit: Thing #1 Our next blog post will be along the lines of seeing how fast the Quexlor iPhone game source code can be converted into a different type of game. We're still kicking around ideas for the genre, so if...