![]() ![]() And most of the time, there was at least one cocos2d-iphone game in the Top #10. Stick Wars: The first cocos2d-iphone game to reach #1 at the iPhone App StoreĪfter that, many other cocos2d-iphone games reached #1. The first one to reach #1 at the iPhone App Store was Stick Wars. The reason I could do this is that I was actually making a living by selling two commercial tools for cocos2d-iphone: LevelSVG: a sort of editor + physics on top of cocos2d, and Sapus Tongue source code.Īt the beginning of 2009 there were already more than 100 games using cocos2d-iphone. Since cocos2d-iphone was already popular, I decided to work full time on it. However, I realized that creating commercial games was not that fun for me neither did I find it easy. Having gotten my iPhone Developers license, I created my first (and only) game for the iPhone: Sapus Tongue. While waiting for my license, I did some contract work, developing some games for 3rd parties using cocos2d-iphone. It was not possible to publish games on the iPhone App without a license. In March 2008, I applied to get my iPhone Developers license, and finally got it in July 2008 (it took me 4 months to get one, whereas today you can get one in a few minutes). The first cocos2d-iphone version (v0.1) was released in June 2008. The high level design remained the same, but I had to make substantial changes to make it work on the iPhone… and that is how “cocos2d-iphone” was born. I needed a game engine for my iPhone games, so I re-wrote Cocos2d in Objective-C. But after Apple’s announcement, I decided to develop games exclusively for iPhone. I had previously considered the Web (Flash) and feature phones (J2ME) as possible markets. Furthermore, the iPhone was powered by OpenGL ES and the OS was UNIX based.Īlso, around that time, I wanted to create commercial games. Apple would only take 30% of the revenue (back then, carriers were taking around 90%). Somewhere around the beginning of 2008, Apple announced that the iPhone would have a store. In 2010 Claudio Canepa became the new Cocos2d developer/maintainer. In addition, Lucio and I presented Cocos2d at P圜on Ar 20. With Lucio Torre at Euro Python 2008 presenting Cocos2d. In July 2008, Lucio and I went to Euro Python to present Cocos2d (was it v0.3?). We announced Cocos2d in a lightning talk. We announced a beta (or was it alpha?) version in a lightning talk at P圜on Chicago in March 2008. We started the game engine with Lucio Torre, Daniel Moisset, Rayentray Tappa, and I, with the help of Alejandro Cura and other members of PyAr. ![]() Centro Allen Gardiner, Los Cocos, Córdoba, Argentina ![]() The idea was to create a game engine for the games we were creating for PyWeek. In February 2008, at Los Cocos, Córdoba, Argentina, we started the “Los Cocos” Python game engine. ![]()
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