Hi. We are Chin and Cheeks! We travel around the world and make mobile games that make us (and hopefully you) smile :)
We use this template for our Cocos2D-based iPhone games! The file structure was heavily inspired by Learning Cocos2D by Rod Strougo and Ray Wenderlich.
chinAndCheeksTemplate/
Classes/
Scenes/
MainMenu/
MainMenuScene.h, .m
MainMenuLayer.h, .m
GameObjects/
GameObject.h, .m
Constants/
Constants.h
CommonProtocols.h
Singletons/
AppDelegate.h, .m
GameManager.h, .m
Plists/
SoundEffects.plist
SpriteSheets/
mainmenu_art.hd.plist, .pvr.ccz
mainmenu_art.plist, .pvr.ccz
Resources/
Fonts/
Sounds/
Particles/
Assets/
mainmenu_art/
Scripts/
Adds a temporary background from the provided texture atlas and a menu with the following placeholder buttons: start and settings.
Base class that is inherited by all of our game objects. Includes method that animates object given a .plist of animations.
Basic constants to keep track of the game flow and setup audio.
Our objects communicate with the GameplayLayerDelegate when a new object needs to be created.
Handles all audio playback, global settings, and the scene stack.
Folder is empty but we often integrate a shell script with the XCode build process to update our texture atlases during compile time. This ensures the texture atlases are up to date with any new or removed assets and it saves memory by not checking in your texture atlases to your repo. Here's an awesome tutorial: (http://www.codeandweb.com/blog/2011/05/11/xcode4-integration-tutorial-of-texturepacker-for-cocos2d-and-sparrow-framework)
Feel free to drop us a note or tweet us @chinandcheeks!