2

There are no good instructions for installing cocos2d for iPhone on the mac.

  1. I downloaded the current build from git, a folder called "cocos2d-iphone-0.99.1". i put this folder in /Developer/Libary. Q: is this right?

  2. I tried running the file called "install_template.sh". it said the templates were already installed.

  3. Instead, I manually dragged the templates folders where they belong, and they ~do~ appear in the XCode's "New Project" dialog.

  4. When I create a new cocos2d project, I see all these red links for project files, instead of the regular black links. When I try to open them in the finder, nothing happens.

I can tell that something is not linked. Can someone please help walk me through this?

Thanks!

johnfromberkeley
  • 21
  • 1
  • 1
  • 3
  • You might want to just skip the bothersome parts and jump right into Kobold2D (http://www.kobold2d.com). Kobold2D is still Cocos2D but it aims to remove all the annoying parts and get you started faster. – CodeSmile Sep 05 '11 at 20:30

2 Answers2

2

To install the templates, these instructions worked for me. You can see them here. Otherwise you can just download the library and use it. No install is really needed.

Jason Webb
  • 7,938
  • 9
  • 40
  • 49
  • i had seen those instructions. i tried to follow them, but hit a snag on step 7: "Step 7: Add Direct Dependency. After a new project is created, right click the target and select Get Info. Under General, click the ‘+’ button of Direct Dependencies." However, when I select get info, the info window is empty and says "Nothing to inspect"... there is no "general" section or "+" button. – johnfromberkeley Apr 27 '10 at 16:54
0

You also need to add the cocos2d files to your project in Xcode.

zooropa
  • 3,929
  • 8
  • 39
  • 61