Cocos2d-x Developer Blog

Cocos2d-x v3.13.1 released!

We are happy to announce the release of Cocos2d-x v3.13.1!

This release is a bug fix release:

  • Label color was broken
  • application will crash in debug mode if you don’t specify a design resolution
  • may crash if coming from background by clicking application icon on Android
  • AudioEngine: could not play audio if the audio lies outside APK on Android, AudioEngine::stop() will trigger finish callback on Android, applications would crash if using SimpleAudioEngine or the new AudioEngine to play audio on Android 2.3.x
  • object.setString() has not effect if passing a number on JSB

Read the full release notes.

Download it today!

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Cocos2d-x v3.13 released!

We are happy to announce the release of Cocos2d-x v3.13!

This release brings bug fixes and API maintenance, as well as:

  • added VR plugins for Gear, Deepoon, Google Cardboard and Oculus.
  • support ETC1 alpha channel
  • fix AudioEngine performance for Android 4.2+
  • improve canvas renderer performance with dirty region
  • add Android arm-64 support switch to use gcc 4.9
  • upgrade CURL to 7.50.0
  • upgrade Spine to 3.4
  • upgrade GLFW to 3.2

Read the full release notes.

Download it today!

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Cocos Creator v1.2.1 released!

Cocos Creator 1.2.1 officially released!

We are excited to release version 1.2.1 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

1.2 Main Features

  • Added AnySDK runtime library to built C++ project. Also added an AnySDK option in building Web Mobile platform to insert library into index.html.
  • Added an Auto release assets option to scene asset. Once checked, the engine will compare the assets list between two scenes and lazy load necessary assets and unload unused ones.
  • Added distance field for horizontal and vertical align options.

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Interview with Prohit Pratik, developer of Paint Ball Jump!

In this developer interview we talk with Prohit Pratik, developer of Paint Ball Jump!

10. Tell me a bit about yourself and team.

My name is Prohit Pratik, I am from India. I’m just a single person team, but sometimes I hire a freelance graphics artist to do the artwork. I left my job 4 years ago to work as an Indie game developer. I do both freelancing and working on my own games.

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Cocos Creator v1.2 released!

Cocos Creator 1.2 officially released!

We are excited to release version 1.2 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

1.2 Main Features

  • Build to Lua Engine
  • WebGL auto batching and culling
  • Canvas rendering with dirty region optimization
  • Graphics drawing system
  • Refactored Properties panel supporting customized elements
  • Modular JavaScript Engine
  • AnySDK support

(more…)

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Grabbing OpenGL frames with Android Studio

An OpenGL Frame Grabber allows us to analyze all the OpenGL function calls that render a particular frame. With it, among other things, we can find performance issues and rendering bugs. A few months ago, OpenGL Frame grabbing capabilities were added into Android Studio.

Warning: Android Studio’s OpenGL Frame Grabber is currently tagged as experimental

This is how we use it for Cocos2d-x games.

Create a Cocos2d-x game and compile it for Android Studio + armeabi-v7a

Create a C++ game, but it could be a JS or Lua game as well:

We should add the armeabi-v7a support by adding “APP_ABI := armeabi-v7a" into the Application.mk file (by default it will only compile it for armeabi).

After adding that line, it should look like this: Application.mk

And we should add the following C++ code snippet. Just edit the mygame/proj.android-studio/app/jni/hellocpp/main.cpp file and add the following lines:

After editing the file, it should look like this: main.cpp

After those changes, we are ready to compile it. Just do cocos compile -p android --android-studio

(pay attention to the "--android-studio" option). Example:

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Interview with the team behind “Water City”

Screenshot_2016-01-06-21-35-21

The team behind Water City talks with us about using Cocos2d-x to create their new game.

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

Screenshot_2016-01-06-21-36-30We developed the game during a Game Jam in our home city, and the event organizers provided the theme/topic of the game, which was water conservation. After researching for a while, we realized that to conserve more water there has to be a joint effort on the part of both the government and each and every individual in the community. From these insights we decided to make a game where the player has to develop a city through different social projects centered around technology and education.
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Handling Non-Consumable IAP items using SDKBOX

Overview

Handling your IAP items is quite an easy task, if you are using SDKBOX plugins.
You need to be cautious with the following quick-checks to handle your IAP items.

This post primarily aims at informing developers the correct way to implement and test Non-Consumable IAP items using SDKBOX IAP plugin.

 

Setting up IAP using SDKBOX

At this point of time we assume that you have installed the IAP plugin from SDKBOX and are ready with the sample code injected into your sdkbox_config.json. If not, please go through the link – http://docs.sdkbox.com/en/plugins/iap/

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Interview with ET Bros.

icon

We are super happy to be able to interview Elias and Tedy from ET Bros. Authors of a game you may recall from your childhood! Do you have a good memory, hint, hint. On top of a great concept, they have brought a game to production using our new Cocos Creator game development tool.

0. Tell me a bit about yourself and team.

We are a team of two guys that are just getting into mobile gaming. My name is Elias Fares and my indie partner is Tedy Tadi. We’ve had experience building a mobile app before where we almost turned it into a startup after receiving funding for the app idea. After our initial venture, we decided to have a go at mobile gaming. We are long-time childhood friends who grew up together and want to build something fun together.

 

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Microsoft improves Android development for Cocos2d-x!

Our friends at Microsoft are working to improve developing Android apps with Visual Studio 2015 and Cocos2d-x. It’s a lot of work and we surely do appreciate everything Microsoft does to help our community. What does this mean for you? Eventually a single .sln project to handle all of your Android development needs!

Read more about their efforts here.

Thank you Microsoft!

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