The team at Ravone Game talks with us about their use of Cocos2d-x! Ramesh, is the programmer. Hema is the App Tester.
1. Tell us where you came up with the idea for this game. What were your inspirations?
We wanted to create an Infinite runner game that combined the mechanics of Lep’s World (Platform Runner), Banana Kong (Infinite Runner) resulting in an Infinite Platform runner.
2. What version of Cocos2d-x did you use?
We Started from v3.5 and later migrated to 3.10 as the New API seems great.
3. How did you decide to use Cocos2d-x instead of Unity, Unreal Engine or SDL?
We wanted to use a game engine that was easy to program with, that allowed cross-platform development, and that used C++ as its programming language. And cocos2d-x is Easy to setup, and free to use. We also wanted a lightweight, but powerful engine that allowed for fast 2D game development.
4. What features did the engine offer you that made development easy? What do you wish the engine did better?
The fact that Cocos2d-x is highly customizable, and the Node system.
5. What tools did you use besides the engine?
We used Tiled to develop Level and Python3 to align in-level objects.
6. What 3rd party libraries did you need to use?
We didn’t have to integrate any special libraries.
7. Did you create the art yourself? What tools?
Platform tiles and Backgrounds where provided by gameart2d.com, GUI and Characters were made by us using Inkscape.
8. Did you create the music yourself? What tools?
Sounds Effect where provided by Kenny Land, Mark McCorkle.
Background Music by Poinl, Nooskewl Games, Section13 (OpenGameArt)
9. Will you continue to make games in the future?
Definitely! as we already stated our next project “CityRider 3D”.
10. Do you use SDKBOX? If so, what plugins are you currently using?
No, we didn’t use SDKBOX.
11. Lastly, any advice for those also making games on how to get to a release point?
Every task has its own answers we just need to find them. just keep working.