The development team behind Chef Emma talk with us about their use of cocos2d-x. Let’s get down to the Q and A:
We wanted to create a puzzle game that combined the mechanics of Jelly Splash (group matching), and Diner Dash (time management, serving customers).
2. What version of cocos2d-x did you use?
We always used the latest version, and upgraded our cocos2d-x version as new versions came in. The latest version of Chef Emma uses Cocos2d-x v3.8.1.
3. How did you decide to use cocos2d-x instead of Unity, Unreal Engine or SDL?
Good community and reviews, and native performance.
4. What features did the engine offer you that made development easy? What do you wish the engine did better?
The IDEs integration (VS, XCode, Eclipse, Android Studio), and the cross compiler.
We used TexturePacker.
6. What 3rd party libraries did you need to use?
For this project, we used SQLCipher, and OpenSSL.
7. Did you create the art yourself? What tools?
Yes, we did. We used the following tools, cocostudio, flash, photoshop, illustrator, particle effects jojugames tool and a dragonbones visualizer tool for animations.
8. Did you create the music yourself? What tools?
Yes, we did. We use Cubase Pro 8 for Mac OSX and Native Instruments Kontakt.
9. Will you continue to make games in the future?
Yes, absolutely. We’ve been making games at Joju for 10.5 years, and we hope we are around for at least another 10!
Yes, we used it for In-App Purchases (on Android only) and for Ratings & Reviews (on iOS and Android)
11. Lastly, any advice for those also making games on how to get to a release point?
Enjoy the development even of the non fun tasks. It’s all part of the process of getting a game out there!