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How to Make a Game Like Cut the Rope – Part 1

raywenderlich.com

11–20 of 20 posts

Re: How to Make a Game Like Cut the Rope – Part 1

#11
I've wanted to do a project with Box2D for a while and have a few ideas for physics heavy games. However all the ideas I have involve pretty large game worlds with many objects so I am worried about the performance of this.

I read somewhere that collision detection in Box2D is O(N^2), is the answer to write custom collision detection and simply use box2d to process the effects of these?

Re: How to Make a Game Like Cut the Rope – Part 1

#12

Ray Wenderlich's website is a very valuable source of information for incipient iOS devs. A search: http://www.google.co.za/search?sourceid=chrome&client=ub... yields his website as the first few links. Kudos to this guy for giving a head start to plenty of indie and starting game devs. I can attest to this as I used Cocos2D to produce my iOS game (since pulled because I have been too occupied this year to hack on iO…

Ray Wenderlich is indirectly responsible for a ton of Indie games on the App Store, should be thanked

I will do so the next time I see him.

Re: How to Make a Game Like Cut the Rope – Part 1

#13
post #2

While this appears to be a very valuable tutorial, I'm a bit worried about what "like Cut the Rope" implies. You can't get that level of polish without putting thousands of man-hours into it, so I'm afraid it's a bit like those "learn to draw an owl" memes: 1. Draw a circle. 2. Draw the rest of the fucking owl.

A lot of that polish overhead time would be avoided through the use of the Cocos2D engine, it seems. Of course it won't be as perfect as cut the rope. It will be like cut the rope.

Re: How to Make a Game Like Cut the Rope – Part 1

#14
post #2

While this appears to be a very valuable tutorial, I'm a bit worried about what "like Cut the Rope" implies. You can't get that level of polish without putting thousands of man-hours into it, so I'm afraid it's a bit like those "learn to draw an owl" memes: 1. Draw a circle. 2. Draw the rest of the fucking owl.

Your first instinct was right -- this is a very valuable tutorial.

Re: How to Make a Game Like Cut the Rope – Part 1

#15
Not to take away from Ray Wenderlich's site. I've found it useful and informative.

It is worth noting that "This is a blog post by iOS Tutorial Team member Gustavo Ambrozio, a software engineer with over 20 years experience, including over three years of iOS experience. He is the founder of CodeCrop Software."

Re: How to Make a Game Like Cut the Rope – Part 1

#17

Ray Wenderlich's website is a very valuable source of information for incipient iOS devs. A search: http://www.google.co.za/search?sourceid=chrome&client=ub... yields his website as the first few links. Kudos to this guy for giving a head start to plenty of indie and starting game devs. I can attest to this as I used Cocos2D to produce my iOS game (since pulled because I have been too occupied this year to hack on iO…

> Cocos2D is a robust, free and easy-to-use environment; a fully-functional, stable, Android analogue does not exist

Cocos2d-x is a very functional and robust C++ port / analogue of cocos2d, and it works on iOS, Android and Win32 (not sure about OSX and Linux?). Is that what you call "Cocos2D for Android"? What do you mean exactly by "up to scratch"? Android's fragmentation is a well known problem that can't be abstracted away, but that's no reason to underestimate the value of such frameworks (it sure is a reason to avoid developing for Android though). I for one love being able to develop abd debug in MSVC on Windows, and only touch Xcode / Eclipse for platform-specific stuff.

As an aside, the HTML5 version of Cocos2d-x is also functional but I can't vouch for its robustness

Re: How to Make a Game Like Cut the Rope – Part 1

#18

Ray Wenderlich's website is a very valuable source of information for incipient iOS devs. A search: http://www.google.co.za/search?sourceid=chrome&client=ub... yields his website as the first few links. Kudos to this guy for giving a head start to plenty of indie and starting game devs. I can attest to this as I used Cocos2D to produce my iOS game (since pulled because I have been too occupied this year to hack on iO…

I took a course from him a couple of years ago and was very impressed. Hard working, smart guy.

Re: How to Make a Game Like Cut the Rope – Part 1

#19

I've wanted to do a project with Box2D for a while and have a few ideas for physics heavy games. However all the ideas I have involve pretty large game worlds with many objects so I am worried about the performance of this. I read somewhere that collision detection in Box2D is O(N^2), is the answer to write custom collision detection and simply use box2d to process the effects of these?

I'm reasonably sure that this used to be the case but hasn't for a good while. I know at some point Box2D used a sort-and-prune algorithm but they may have moved on to quadtrees or space-filling curves by now. You could also try Chipmunk which provides several collision recipes too, and may be faster for lots of similarly-sized objects. And you can always ignore either of them for collisions and take it as a learning experience to implement different algorithms yourself.

But you really need to just make it and see. Even a naive n^2 algorithm will be fine, for small values of n. If you have a lot of objects though you might even be forced into using a 3D engine and making the GPU do some work. Once you're in the process of making your game you'll be more aware of what specific optimizations you can make (such as sprite groups).

Re: How to Make a Game Like Cut the Rope – Part 1

#20
post #17

Ray Wenderlich's website is a very valuable source of information for incipient iOS devs. A search: http://www.google.co.za/search?sourceid=chrome&client=ub... yields his website as the first few links. Kudos to this guy for giving a head start to plenty of indie and starting game devs. I can attest to this as I used Cocos2D to produce my iOS game (since pulled because I have been too occupied this year to hack on iO…

> Cocos2D is a robust, free and easy-to-use environment; a fully-functional, stable, Android analogue does not exist Cocos2d-x is a very functional and robust C++ port / analogue of cocos2d, and it works on iOS, Android and Win32 (not sure about OSX and Linux?). Is that what you call "Cocos2D for Android"? What do you mean exactly by "up to scratch"? Android's fragmentation is a well known problem that can't be abstr…

There is a Cocos2d for android, in java, that is not very good.
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