Interview with the developer of Level Maker

Cocos2d-x is a game engine and we see a lot of great games made using it. Every once in a while a project comes along that uses Cocos2d-x in a unique way. We are excited to talk with Vorun Kreal, developer of a Level Maker.

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0. Tell me a bit about yourself and team.

Hi I’m Vorun; I’m married to a wonderful wife and we have 3 awesome children. I work for a tech company, and in my spare time I make apps and games as a hobby with my two young sons for the last few years. Making games started out as a way to get both of my sons interested in coding since it’s one of my passions.

1. Tell us where you came up with the idea for this game. What were your inspirations?

My sons love Minecraft and at the time another level editor type game was just released. Both games cost a lot of money to play and so we came up with an idea to make a level editor type game that is free and accessible to everyone. That’s when Level Maker was born. We worked on it mostly weekends and holidays.

2. What version of cocos2d-x did you use?

Level Maker is built with Cocos2d-x 1.13.1

3. How did you decide to use cocos2d-x instead of Unity, Unreal Engine or SDL?

We decided to use cocos because it’s open sourced, C++ on the metal high performances, cross platforms and with huge community supporting. Having the source code helps a lot since I can make adjustments. I also have C++ background so it was a natural fit for me.

4. What features did the engine offer you that made development easy? What do you wish the engine did better?

I was already familiar with C++ so it wasn’t hard to get started and having access to the engine source code made debugging and learning more quickly. +1 for open-source! The engine made handling of memory straightforward and also integration with Box2d was a great help! One thing to improve is documentation, but I guess reading the code is just as good.

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5. What tools did you use besides the engine?

Tools: Xcode, Android Studio, TexturePacker, AWS and serverless.com

6. What 3rd party libraries did you need to use?

Just Google Analytics

7. Did you create the art yourself? What tools?

No, I made some using paint.net and used a freelancer for the rest.

8. Did you create the music yourself? What tools?

No, we paid small fees for them online.

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9. Will you continue to make games in the future?

Yes, we have couple of good ideas on our road map for 2017 🙂

10.Do you use SDKBOX? If so, what plugins are you currently using?

Yes, Google Analytics plugins.

11. Lastly, any advice for those also making games on how to get to a release point?

We started out simple and small, this gives us simple tasks and goals that can be executed quickly and successfully. As we get more confident in executions, our projects will grow in complexity and become more and more polished. We keep project circle between 4-8 months from idea to productization and release. This short cycle gives us quick feedback from users (very important!).

I would recommend using something to manage tasks; we use Trello. It’s very important to execute on those tasks and make them small enough so it can be completed in matter of hours.

Level Maker is available on the Google Play Store.

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