Luke Hatcher’s excellent write-up on coloring sprites is a bit out of date for the latest version (v0.8.0) of Cocos2D.
Some very minor changes are necessary to get the example to work.
Originally, the tutorial sets both the position and color with the following two lines, or:
[redSprite setPosition:cpv(200, 160)];
[redSprite setRGB:255 :0 :0];
We need to change
setRGB:r :g :b to
[redSprite setPosition:ccp(200, 160)];
That is it to get the example working.
Not that I have ever developed anything other than most cursory of games, but development of a fantasy RPG has been a childhood dream. Of course, what isn’t? More to point, a game allows me to be both technical and creative simultaneously and be something I can develop entirely for myself and be content.
But if I ever do get something fun to play worth sharing and have an itch to make $0.99 then having an easy means of distribution would be the proverbial cherry on top. Now, given the end-to-end ecosystem that Apple’s iTunes Store represents along with the fact that iPhone has arguably more horsepower than Nintendo’s Wii, iPhone as a game platform seems like a good place to head. And getting back to my neophyte status as a game developer, I am happy to discover the Cocos2D API which provides a 2D gaming frameworks for iPhone and iPod Touch.
At this point I am still working through Monocle Studio’s SimpleGame example. But it is fun to have something very simple to work on that actually works.