I run it by itself, although I might pull in kytten too if it isn't too hard... I might just roll my own GUI too though. Anyway, point is, to run it, all you need to do is "import cocos2d" at the top of any modules that will use it. Check the examples included in the download on the Cocos2D site.
I would not run pygame with cocos2d. They'd conflict a lot, I would imagine, as they have similar aims. You probably *could* use rabbyt, but Cocos has fantastic sprite work, so I doubt you'd need it. Box2D, depends on what you are doing I suppose. Disclaimer: I'm super new at this. I have no idea what I'm doing with this library, but I like it. =] -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To view this discussion on the web visit https://groups.google.com/d/msg/cocos-discuss/-/0IP8sWVcUT4J. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en.
