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Cocos Creator v1.1.1 released!

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@slackmoehrle wrote:

Cocos Creator 1.1.1 released!

We are excited to release version 1.1.1 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

v1.1.1 Changelog:

Editor

  • [Atlas] Add 'Use specified Atlas to replace spriteFrame in current Scene' menu item in 'Developer' menu.
  • [Assets] Imporved atlas asset importing performance
  • [Scene] node path shown in Scene status bar can be selected and copy now.
  • [NodeLibrary] nodes dragged from Node Library will no longer be prefabs.
  • [NodeLibrary] a zoom slider is added to control how big the node icons are.
  • [Import] Fixed a Widget error when importing from Cocos Studio project
  • [Import] Fixed an node visibility animation effect error when importing from Cocos Builder
  • [Prefab] Fixed a critical error that occurs when close prefab editing mode while reloading scene.
  • [Animation] add animatable Collider.size property
  • [Animation] add animatable Node.skew property
  • [Animation] add cc.AnimationClip.createWithSpriteFrames API to generate animation clip in runtime.
  • [Build] Fixed build to 'Web-Desktop' show incorrect viewport issue.
  • [Build] Fixed build to Android with 'default' template will report error issue
  • [Editor] Fixed font size in some editor buttons
  • [Dashboard] Add path validation to new project page.

Component

  • [Sprite] Fixed crash error when using Tiled mode on tiny images.

  • [Mask] Fixed using removeChild to remove a node with Mask component will report error issue.

  • [Component] Fixed many different failures when modifying a property's type if it's already serialized.
  • [ScrollView] Add scrollToOffset API to allow positioning scrolling content with pixel position.
  • [ScrollView] Add event capture phase to solve registering event on node under scrollView may fail issue.
  • [Layout] Fixed None mode wrong calculation of anchor position.
  • [Label] Fixed set color on the node has no effect on label color issue.
  • [Label] Fixed calculated node size wrong using 'Resize Height' mode.
  • [Spine] Fixed v1.0 project Skeleton node cannot be scaled issue
  • [Tilemap] Fixed scene graphic display error in Windows environment.
  • [Tilemap] Native platform now supports CSV layer data.

Engine

  • [Engine] loadResAll now allow path ended with '/'
  • [Engine] Fixed handling cross domain images will report downloadImage error issue
  • [Engine] Fixed hot update failed on Android platform issue.
  • [Engine] Fixed missing JavascriptJavaBridge dependencies in C++ engine that cause calling Java method from JavaScript failed issue.
  • [Engine] Fixed opacity related actions like FadeOut, FadeTo fail to work in JSB issue.
  • [Engine] Fixed EventTouch getID method may cause recursive looping issue.
  • [Desktop] Fixed when allow window size to change, the viewport shows wrong zoom when resizing window issue

Downloads:
- Creator for Mac
- Creator for Windows

Resources:
- Read the documentation
- YouTube

Full Release Notes from v1.1

Import Project from Cocos Studio / Cocos Builder

As the newest member of Cocos engine family, it's very important to have data compatibility with scene building tools like Cocos Studio and Cocos Builder. In the new release users can use the 'Import project...' menu item from main menu to import ccs and ccb project file.

Assets that can be imported including: Scene, Layer, Node, Texture, Scene Timeline, Particle and Audio. Due to the big difference between object oriented and component scripting system, the source code won't be imported.

Collider Component System

Physics and collision are key elements of action games. We have received tons of feedback asking for physics engine support. In v1.1 we added Collider Component system so that you can easily use Cocos Creator to develop action based games!

First, once we attach a Collider component to a node, we can specify shape, size and position of the collider. For certain shape of colliders you can also edit control points freely to create any shape you like.

We also add a 'Group' property for Node, by setting group collision rules we can control wether a node should collide with other nodes from a certain group.

You can register a callback function on a component attached to the same node. So that when collision happens, the callback function is called with arguments including the other collider and the collider itself. Then you can write any logic code to handle the collision to perform the desire behavior.

Since 3rd party physics engines are generally large and most games will only use small portion of it. We didn't include any physics engine in the release.

Engine Customization Workflow

Engine customization is always one of the highlight feature of Cocos engine family. Cocos Creator v1.1 contains full engine customization worfklow. There are two layers of engine customization: JavaScript and C++. If you work on Web project you only need JavaScript engine, if you work on cross-platform or one of the native platform you'll need to customize C++ engine as well.

The JavaScript and C++ engines are now available on Github, forks and pull requests are welcome!

Refined Assets Loading API

We simplified and optimized assets loading API, now you can use cc.loader.loadRes to load any assets with consistent url format. And you should not including asset file extension in the url. Instead, you can pass a second argument to specify the type of asset you want to load.

We also add cc.loader.loadResAll that supports inputing a folder url and load all assets in that folder.

For dynamic scene loading, this release also includes cc.director.preloadScene to handle all the scene assets preloading.

Node Library

In this new panel you can drag and drop node and UI elements to the Scene or Node Tree to easily create them. User can also drag prefab assets from Assets panel to Node Library to create 'shortcut' of frequently used prefabs.

Breaking Changes

  • [Atlas] cc.SpriteAtlas.getSpriteFrame argument changed, now you should pass spriteFrame name without file extension, such as atlas.getSpriteFrame(‘sheep_run_0’).
  • [Engine] cc.loader.loadRes arguments changed, you should not specify file extension in the url.
  • [Engine] cc.Font asset type has been changed from RawAsset to Asset, so in component property declaration the type of font asset should be declared as type: cc.Font (or cc.BitmapFont / cc.TTFFont)
  • [Editor] editor window layout data format changed, if you open a project with Creator v1.1 and then use Creator v1.0 to open it a layout error will occur. You can use main menu's 'Layout->Default' to fix it.

Full Changelog

Editor

  • [Scene] Fixed when undo with Ctrl/Cmd+Z node size may not get recovered issue.
  • [NodeLibrary] Fixed user custom nodes cannot be saved issue.
  • [Editor] Fixed an simulator crash issue if Cocos Builder imported project has particle data with missing texture
  • [Editor] Remove data that's using default value in exported JSON file to reduce release package size.
  • [Editor] Fixed an issue that cause Editor log file cannot be accessed.
  • [Editor] Add auto refresh option to enable or disable refresh on preview device when recompiling scripts or saving scene.
  • [Editor] Fixed renaming Atlas assets may cause texture asset reference error issue.
  • [Editor] Fixed publish to web platform may have broken bitmap font asset reference issue.
  • [Editor] Fixed an issue that when importing Tmx assets on Windows, the raw asset reference may be invalid.
  • [Prefab] Fixed after double click prefab to enter edit mode, click close without any modification will cause save prompt to pop issue.
  • [Animation] Fixed changing current editing animation clip name will cause error.
  • [Animation] Fixed an issue that cannot drag spriteFrames to spriteFrame property track.

Component

  • [Component] When add more than one component that may affect node's size, there'll be clear error message.
  • [Component] Make sure there are correct error message when CCClass property default value is inconsistent with property type.
  • [Label] Bitmap Font component now has original font size displayed in Properties panel.
  • [Label] Fixed when Label using system font update string content the node size will not be updated correctly issue.
  • [Label] Fixed Label using TTF font may cause font resource to be loaded twice in Web browser issue.
  • [Label] Fixed when Label content size changed the event not fired correctly issue.
  • [Canvas] Fixed setting opacity property has no effect for Canvas node if there's an EditBox component in Canvas's children.
  • [Layout] Fixed deactivate children node will not trigger size recalculate for Layout container resize mode.
  • [Layout] Refactored Layout and Widget calculation to increase performance.
  • [ScrollView] Fixed when content is a Layout component with ResizeMode set to Container, the scrollToXXX apis will not take effect in current frame issue.
  • [ScrollView] Fixed in JSB use Label as content may not be able to scroll issue.
  • [MotionStreak] Now the trail will be rendered according to anchor point, also fixed setDirtyFlag error on Android, add a property to set trail color.
  • [Audio] Fixed AudioSource will not stop playing when switching scene.

Engine

  • [Engine] Add a new class cc.NodePool to replace cc.pool. The new NodePool will be fully compatible with the new event system, so you can get a node from the pool and register/deregister any event you like.
  • [Engine] Add VideoPlayer component, currently only supports Web, iOS and Android.
  • [Engine] Fixed an issue that update may execute before start.
  • [Engine] Fixed an issue that using this.node.active = false in onLoad function will not disable rendering issue.
  • [Engine] Fixed an issue that update will not execute after disable and enable component multiple times.
  • [Engine] Fixed cc.Animation.removeClip api will stop current playing animation if the first argument is not defaultClip and the second argument is false
  • [Engine] Fixed dt (delta time) in update function may not be real time between this and previous frame issue.
  • [Engine] Reworked cc.loader.loadRes api, now url should not specify file extension. The second arugment is to specify a type for the resource. Add a new api cc.loader.loadResAll to load all assets in a given folder.
  • [Engine] Add cc.director.preloadScene api for preload a scene and all its assets. The old cc.director.runScene will be deprecated
  • [Engine] Fixed cc.tintTo has inconsistent arguments between web and JSB
  • [Engine] Fixed unschedule the same callback function twice will terminate all other scheduler issue.
  • [Engine] Fixed accessing builtin component in onLoad may not get component instance issue.
  • [Engine] Fixed calling addComponent in onLoad will result in the added component's onLoad not execute immediately issue.
  • [Engine] Fixed calling loadScene in onLoad function will cause error issue.
  • [Engine] Add a feature to force orientation according to Publish setting even if the platform does not allow it (there're some browser that will lock the orientation)
  • [Engine] In preferences panel you can set JavaScript and C++ engine path to the clone from github, to easily integrate custom engine workflow.
  • [Engine] Fixed using setSiblingIndex to change node order may cause touch event handling in wrong order.
  • [Engine] Add protection for important global variable so they cannot be overwrite.
  • [JSB] Fixed cc.pSub return value type is not Vec2 issue.
  • [JSB] Fixed cc.callFunc callback function argument not consistent between JSB and Web issue.
  • [JSB] Fixed error when calling event.stopPropagation in JSB
  • [JSB] Fixed auto-binding for jsb.EventListenerAssetsManager
  • [JSB] Fixed a crush issue that onTouchBegan function in eventListener cause when not return true.

Demo Projects

The most important source of examples is the Example Collection project template. There are also many demos to show a complete game:

  • Dark Slash basic game loop demo. Special thanks to Veewo Games for authorizing us to use original 'Dark Slash' game resources to make this tutorial.

  • UI Demos including multi-resolution supporting menu interface with cool transition animations, a backpack generated by data and prefab and a Clash Royale style navigation menu showcase.
  • Blackjack demo, collaboratively developed with Tencent Games.
  • Flappy Bird clone featuring a sheep.
  • Star Catcher demo game, in user manual we have a quick start tutorial showing how to build this game step by step.

We will keep on adding more demos and complete games as well as improving the existing ones!

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Participants: 29

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Cocos2d-x v3.12 released!

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@slackmoehrle wrote:

We are happy to announce the release of Cocos2d-x v3.12!

This release brings bug fixes and API maintenance, as well as:
* fixed Android performance issues
* add experimental VR support
* add Tizen support
* Web engine performance improved in WebGL mode
* support obb extension on Android

Read the full release notes.
Download it today!

Posts: 76

Participants: 28

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Cocos Creator v1.1.2 released!

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@slackmoehrle wrote:

Cocos Creator 1.1.2 released!

We are excited to release version 1.1.2 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

v1.1.2 Changelog:

Editor

  • [Editor] Build to Web platform will merge asset JSON files now. The requests to download asset will drop by 50% in general. Currently an asset shared among multiple scenes will be merged additively. (If assetA and assetB both referenced by sceneC and sceneD, assetA and assetB will be merged into one JSON)
  • [Editor] Disable 'Preview' button when there're compilation error for user script. Once all errors are resolved the error log will be cleared in console.
  • [Editor] Removed Squirrel.Windows installer framework, with the new installer you can specify installation location and configure check update frequency.
  • [Editor] Fixed spriteFrame atlas replacement tool can cause reference error when replacing spriteFrame in multiple scenes.
  • [Scene] Fixed multi-select some nodes and press arrow keys to move them may get the distance wrong issue.
  • [Component] The Add component menu in Properties panel now sorted alphabetically.
  • [Importer] When import Cocos Studio or Cocos Builder project, buttons without text will not create Label nodes.
  • [Importer] Fixed import Cocos Studio older version may cause animation data lost issue.
  • [Importer] Fixed imported Cocos Studio / Cocos Builder project wrong value of lineHeight for Bitmap Font component issue.
  • [Build] Fixed build native failed may cause process to freeze issue.
  • [Build] Fixed preview with Chrome browser may cause Failed to parse SourceMap error issue.
  • [Build] Fixed building an empty project will cause: Build Failed: Error: TypeError: next is not a function issue.
  • [Prefab] Add a main menu item Node Presets-> Convert to Ordinary Node to break break the link of a node to prefab asset.
  • [Prefab] Fixed in prefab editing mode click 'save' button may not work issue.
  • [Animation] Fixed setting node opacity at the last frame event callback of an animation may fail issue.
  • [Animation] Fixed deleting animation event may fail issue.
  • [Assets] Fixed atlas and TTF assets may get reimported when open project issue.
  • [Assets] Fixed sprite not rendered correctly when referenced spriteFrame asset moved issue.
  • [Assets] Fixed texture asset thumbnail not updated when texture content changed issue.
  • [Assets] Fixed an error that can cause editor to freeze when importing 10000+ assets for new project issue.
  • [Assets] Fixed assets may not be imported correctly when moved assets after close editor issue.
  • [Assets] Add a warning dialog when user moved assets without updating the corresponding meta files.
  • [Assets] Add a replace asset confirmation dialog when dragging assets with the same names from file system to editor's Assets panel.

Engine

  • [Render] Fixed an issue that when setting parent node's opacity to 0 while setting child node's active to false may cause child node to not render when reactivated.
  • [Engine] Fixed simulator cannot send http request on macOS 10.11 issue.
  • [Engine] Fixed VS Code debug native fail on Mac issue.
  • [Engine] Fixed cc.follow action result in wrong coordinates issue.
  • [Engine] Add an error message when assign a boolean type value to cc.Label.string.
  • [Engine] Fixed cc.game.addPersistRootNode API may not work correctly in native platforms issue.
  • [Engine] Fixed screen flicker when switching scenes.
  • [Engine] Fixed script initialization may fail issue when re-enter a scene.
  • [Engine] Fixed when loading a Prefab asset in scene may cause infinite asset request issue.
  • [Engine] If game is running on Android OS with virtual buttons, the virtual button will be hidden when game launches.
  • [Engine] Fixed cc.repeat action will count wrongly when repeat times is above 6.
  • [JSB] Fixed cc.follow may cause error in JSB native platforms.
  • [JSB] Fixed scheduler.isScheduled() not implemented in JSB issue.
  • [JSB] Fixed _errorHandler wasn't found error reported in console with no valid reason issue.
  • [JSB] Fixed setMargin API not implemented in JSB for LabelOutline issue.
  • [Audio] Fixed audio asset takes very long to load on iOS browser issue.
  • [Audio] Fixed rewind API not working for AudioSource component issue.

Component

  • [Label] Fixed when overflow set to Shrink font size and label text flow not calculated correctly issue.
  • [Label] For BitmapFont label, When total character width smaller than Label node's width, character wrap mode will be enabled.
  • [Label] Fixed system font overflow not calculated correctly issue.
  • [ScrollView] Fixed button in ScrollView may stay in hover state issue.
  • [ScrollView] Fixed register touchend touchcancel event on ScrollView node may not trigger correctly issue.
  • [ScrollView] Disable ScrollView node will stop scrolling now.
  • [EditBox] Add all lowercase format, fixed using TTF font asset on Android system issue.
  • [EditBox] Fixed calling setVisible will pop keyboard issue.
  • [EditBox] Fixed on mobile browser EditBox need to be clicked twice to pop keyboard issue.
  • [EditBox] Fixed EditBox not clickable in ScrollView issue.
  • [Layout] Fixed change child node's active property will not get correct bounding box size in None mode issue.
  • [Layout] Fixed issue when add a child node to Layout and then remove will not remove event listeners correctly.
  • [Button] Fixed switching interactable property for Button will not update normal and disable state spriteFrame issue.
  • [Collider] Fixed disabling collider will not clear debug draw issue.
  • [MotionStreak] Improved MotionStreak compatibility for Android browser.
  • [Tilemap] Fixed TiledMap may render with seams in WebGL platform issue.
  • [Tilemap] Fixed SGTiledLayer has inconsistent API between Web and Native implementation issue.
  • [Tilemap] Fixed issue that when tmx file is not at the same location of texture file the Tilemap may not rendered correctly issue.
  • [Spine] Fixed getCurrent() may cause infinite loop in JSB native platform issue. Please use spine.getCurrent() to fetch current playing track.
  • [Mask] Fixed masked node can still receive touch event issue.
  • [Mask] Fixed disabled Mask component can still block child node from touch event issue.

Downloads:
- Creator for Mac
- Creator for Windows

Resources:
- Read the documentation
- YouTube

Full Release Notes from v1.1

Import Project from Cocos Studio / Cocos Builder

As the newest member of Cocos engine family, it's very important to have data compatibility with scene building tools like Cocos Studio and Cocos Builder. In the new release users can use the 'Import project...' menu item from main menu to import ccs and ccb project file.

Assets that can be imported including: Scene, Layer, Node, Texture, Scene Timeline, Particle and Audio. Due to the big difference between object oriented and component scripting system, the source code won't be imported.

Collider Component System

Physics and collision are key elements of action games. We have received tons of feedback asking for physics engine support. In v1.1 we added Collider Component system so that you can easily use Cocos Creator to develop action based games!

First, once we attach a Collider component to a node, we can specify shape, size and position of the collider. For certain shape of colliders you can also edit control points freely to create any shape you like.

We also add a 'Group' property for Node, by setting group collision rules we can control wether a node should collide with other nodes from a certain group.

You can register a callback function on a component attached to the same node. So that when collision happens, the callback function is called with arguments including the other collider and the collider itself. Then you can write any logic code to handle the collision to perform the desire behavior.

Since 3rd party physics engines are generally large and most games will only use small portion of it. We didn't include any physics engine in the release.

Engine Customization Workflow

Engine customization is always one of the highlight feature of Cocos engine family. Cocos Creator v1.1 contains full engine customization worfklow. There are two layers of engine customization: JavaScript and C++. If you work on Web project you only need JavaScript engine, if you work on cross-platform or one of the native platform you'll need to customize C++ engine as well.

The JavaScript and C++ engines are now available on Github, forks and pull requests are welcome!

Refined Assets Loading API

We simplified and optimized assets loading API, now you can use cc.loader.loadRes to load any assets with consistent url format. And you should not including asset file extension in the url. Instead, you can pass a second argument to specify the type of asset you want to load.

We also add cc.loader.loadResAll that supports inputing a folder url and load all assets in that folder.

For dynamic scene loading, this release also includes cc.director.preloadScene to handle all the scene assets preloading.

Node Library

In this new panel you can drag and drop node and UI elements to the Scene or Node Tree to easily create them. User can also drag prefab assets from Assets panel to Node Library to create 'shortcut' of frequently used prefabs.

Breaking Changes

  • [Atlas] cc.SpriteAtlas.getSpriteFrame argument changed, now you should pass spriteFrame name without file extension, such as atlas.getSpriteFrame(‘sheep_run_0’).
  • [Engine] cc.loader.loadRes arguments changed, you should not specify file extension in the url.
  • [Engine] cc.Font asset type has been changed from RawAsset to Asset, so in component property declaration the type of font asset should be declared as type: cc.Font (or cc.BitmapFont / cc.TTFFont)
  • [Editor] editor window layout data format changed, if you open a project with Creator v1.1 and then use Creator v1.0 to open it a layout error will occur. You can use main menu's 'Layout->Default' to fix it.

Full Changelog

Editor

  • [Scene] Fixed when undo with Ctrl/Cmd+Z node size may not get recovered issue.
  • [NodeLibrary] Fixed user custom nodes cannot be saved issue.
  • [Editor] Fixed an simulator crash issue if Cocos Builder imported project has particle data with missing texture
  • [Editor] Remove data that's using default value in exported JSON file to reduce release package size.
  • [Editor] Fixed an issue that cause Editor log file cannot be accessed.
  • [Editor] Add auto refresh option to enable or disable refresh on preview device when recompiling scripts or saving scene.
  • [Editor] Fixed renaming Atlas assets may cause texture asset reference error issue.
  • [Editor] Fixed publish to web platform may have broken bitmap font asset reference issue.
  • [Editor] Fixed an issue that when importing Tmx assets on Windows, the raw asset reference may be invalid.
  • [Prefab] Fixed after double click prefab to enter edit mode, click close without any modification will cause save prompt to pop issue.
  • [Animation] Fixed changing current editing animation clip name will cause error.
  • [Animation] Fixed an issue that cannot drag spriteFrames to spriteFrame property track.

Component

  • [Component] When add more than one component that may affect node's size, there'll be clear error message.
  • [Component] Make sure there are correct error message when CCClass property default value is inconsistent with property type.
  • [Label] Bitmap Font component now has original font size displayed in Properties panel.
  • [Label] Fixed when Label using system font update string content the node size will not be updated correctly issue.
  • [Label] Fixed Label using TTF font may cause font resource to be loaded twice in Web browser issue.
  • [Label] Fixed when Label content size changed the event not fired correctly issue.
  • [Canvas] Fixed setting opacity property has no effect for Canvas node if there's an EditBox component in Canvas's children.
  • [Layout] Fixed deactivate children node will not trigger size recalculate for Layout container resize mode.
  • [Layout] Refactored Layout and Widget calculation to increase performance.
  • [ScrollView] Fixed when content is a Layout component with ResizeMode set to Container, the scrollToXXX apis will not take effect in current frame issue.
  • [ScrollView] Fixed in JSB use Label as content may not be able to scroll issue.
  • [MotionStreak] Now the trail will be rendered according to anchor point, also fixed setDirtyFlag error on Android, add a property to set trail color.
  • [Audio] Fixed AudioSource will not stop playing when switching scene.

Engine

  • [Engine] Add a new class cc.NodePool to replace cc.pool. The new NodePool will be fully compatible with the new event system, so you can get a node from the pool and register/deregister any event you like.
  • [Engine] Add VideoPlayer component, currently only supports Web, iOS and Android.
  • [Engine] Fixed an issue that update may execute before start.
  • [Engine] Fixed an issue that using this.node.active = false in onLoad function will not disable rendering issue.
  • [Engine] Fixed an issue that update will not execute after disable and enable component multiple times.
  • [Engine] Fixed cc.Animation.removeClip api will stop current playing animation if the first argument is not defaultClip and the second argument is false
  • [Engine] Fixed dt (delta time) in update function may not be real time between this and previous frame issue.
  • [Engine] Reworked cc.loader.loadRes api, now url should not specify file extension. The second arugment is to specify a type for the resource. Add a new api cc.loader.loadResAll to load all assets in a given folder.
  • [Engine] Add cc.director.preloadScene api for preload a scene and all its assets. The old cc.director.runScene will be deprecated
  • [Engine] Fixed cc.tintTo has inconsistent arguments between web and JSB
  • [Engine] Fixed unschedule the same callback function twice will terminate all other scheduler issue.
  • [Engine] Fixed accessing builtin component in onLoad may not get component instance issue.
  • [Engine] Fixed calling addComponent in onLoad will result in the added component's onLoad not execute immediately issue.
  • [Engine] Fixed calling loadScene in onLoad function will cause error issue.
  • [Engine] Add a feature to force orientation according to Publish setting even if the platform does not allow it (there're some browser that will lock the orientation)
  • [Engine] In preferences panel you can set JavaScript and C++ engine path to the clone from github, to easily integrate custom engine workflow.
  • [Engine] Fixed using setSiblingIndex to change node order may cause touch event handling in wrong order.
  • [Engine] Add protection for important global variable so they cannot be overwrite.
  • [JSB] Fixed cc.pSub return value type is not Vec2 issue.
  • [JSB] Fixed cc.callFunc callback function argument not consistent between JSB and Web issue.
  • [JSB] Fixed error when calling event.stopPropagation in JSB
  • [JSB] Fixed auto-binding for jsb.EventListenerAssetsManager
  • [JSB] Fixed a crush issue that onTouchBegan function in eventListener cause when not return true.

Demo Projects

The most important source of examples is the Example Collection project template. There are also many demos to show a complete game:

  • Dark Slash basic game loop demo. Special thanks to Veewo Games for authorizing us to use original 'Dark Slash' game resources to make this tutorial.

  • UI Demos including multi-resolution supporting menu interface with cool transition animations, a backpack generated by data and prefab and a Clash Royale style navigation menu showcase.
  • Blackjack demo, collaboratively developed with Tencent Games.
  • Flappy Bird clone featuring a sheep.
  • Star Catcher demo game, in user manual we have a quick start tutorial showing how to build this game step by step.

We will keep on adding more demos and complete games as well as improving the existing ones!

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Participants: 19

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Android developers: use Visual Studio!

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@slackmoehrle wrote:

Hello Android Developers!

I am pleased to let you all know that our friends at Microsoft have made is possible to use Visual Studio to develop Android based Cocos2d-x apps!

Check out this blog entry: https://blogs.msdn.microsoft.com/vcblog/2016/07/12/cocos2d-x-visual-studio-android-project/#comment-152585

I tested it and it works! You must be on v3.12. Any version newer (GitHub repo) or older (< 3.12) will not work. It must be v3.12.

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Participants: 15

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Cocos Creator 1.2 released!

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@slackmoehrle wrote:

Cocos Creator 1.2 released!

We are thrilled to release v1.2 version which focuses on performance improvements covering both Web and JSB platforms. Developers who started a game with v1.0 now can get a free performance boost!

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

Build to Lua Engine

After two months of development and collaboration between the creator of Cocos2d-x Lua engine, Yulei Liao, and Cocos Creator team, finally we are able to build scene and UI to be used in Cocos2d-x Lua engine now!

The current Creator to Lua workflow:

  • Make and edit scene and UI in Creator, you can also manage project assets in it.

  • In Build panel, choose Lua as the target platform.

  • Convert built files to lua files with the convert tool.

  • Next just use the standard cocos2d-x Lua engine workflow to add game scripts and then use Cocos Console for compiling and running.

We will keep updating Lua support for Creator. Next steps includes making the convert tool a plugin for Creator and generate standard Cocos2d-x Lua project, also we will add component system for Lua that you can bind data for your components in Creator editor.

Rendering Optimization for Web and JSB

In Cocos2d-x 3.11 and 3.12 we added WebGL auto batching and culling that can increase performance drastically. Now in Cocos Creator v1.2 we have includes all the WebGL optimization. If you have your images packed in atlas properly you'll see performance boost that at least 5 times better than last released version. The auto culling feature make sure that only sprites and labels you can see generates render commands, this will help supporting large scene and tilemap for your game.

For Android browsers that doesn't support WebGL, the newly added dirty region optimization specifically for Canvas Rendering mode also brings 2 times of performance boost. You can also disable this optimization for Canvas rendering with API if your scene consists of moving elements mainly.

Graphics Drawing System

From Creator v0.7 to v1.1, the beloved cc.DrawNode API were always absent. In v1.2 let's welcome cc.Graphics, a superior, fully upgraded version of graphic drawing API system. Besides covering all of cc.DrawNode's functionality, cc.Graphics supports SVG vector format including static and animated graphics. You can get tens of thousands shared vector graphics from internet to spice up your game (be sure to check their license)! It's also great for procedure graphic fans, let's get started now!

Customizable Properties Panel for Components

We refactored Properties panel, that would probably be the first thing you notice when launching v1.2 for the first time since the panel looks way different now. Besides the looking, developers get the performance boost and more importantly, the ability to write custom property elements for your components. You can easily make visual property control like Widget component and make your designers very happy.

Modular JavaScript Engine

We added a new tab Module Config for Project Settings panel in v1.2, that you can customize what engine module should be included in JavaScript build. For now you can effectively reduce engine library size by 1/3 if you don't need many modules. Later we will further slicing engine up to make built engine even more tiny.

AnySDK Support

We have include AnySDK C++ library in v1.2 native build. You don't need to do anything before you can call its API in your script to generate base package.

In the near future we will release an AnySDK plugin for Creator that you can finish the whole SDK workflow with fully graphical interface without leaving Cocos Creator.

Full Changelog

Major Changes

  • [Build] Added Lua build target for Build panel
  • [Engine] Added WebGL auto batching and culling optimization
  • [Engine] Added dirty region optimization for Web Canvas rendering mode
  • [Engine] Added AnySDK library to native build
  • [Editor] Added Async load assets option to scene asset's property, check this one will make the scene run right after finish loading scripts and node tree, and rest assets such as textures and audios will be loading on the go.
  • [Engine] Added cc.Graphics graphic drawing API
  • [Preview] Added Eruda mobile debugging library for web preview, you can open the debug panel by clicking the gear icon.
  • [Webview] Added webview component

Editor

  • [Editor] Added Module Config tab in Project Settings panel that can customize which modules go into build.
  • [Editor] Refactored Properties panel that enables customizing property elements for user defined components.
  • [Assets] Fixed display error of folder with .. in its name in Assets panel.
  • [Assets] Fixed when updating atlas assets, the spriteFrame under atlas texture may not be updated correctly issue.
  • [Prefab] Fixed error when exiting from prefab editing mode to a scene with EditBox.
  • [Prefab] Fixed the issue that when dragging an element from Node Library to a prefab will cause the prefab to turn into normal node.
  • [Animation] Fixed deleting AnimationClip when editing it will cause display error issue.
  • [Animation] Fixed editing animation property of a Widget component may get wrong result issue.
  • [Animation] Added animation 添加了动画回调事件,包括 play, stop, pause, resume, lastframe,finished
  • [Animation] Fixed Play On Load animation will still play despite Animation component is disabled issue.
  • [Menu] Select All in Edit menu now can select all nodes or assets in Node Tree and Assets correctly.
  • [Scene] Fixed swiching on and off Particle in scene will make editor run slow issue.
  • [Scene] Fixed when undoing node's activation state will not update node tree and scene view correctly issue.
  • [Console] Refactored Console panel to make it capable of displaying unlimited amount of messages.
  • [Console] Fixed Console panel in Windows cannot show Chinese character correctly issue.

Engine

  • [Engine] Fixed Android rendering issue, performance should be improved.
  • [Engine] Fixed child node not updating its opacity correctly when detached from a parent node.
  • [Engine] Fixed some dependent assets cannot be loaded when loading multiple prefab at the same.
  • [Render] Improved dynamic font rendering quality for WebGL
  • [Render] Fixed glitches in rendering animation or updates on latest Chrome browser issue.
  • [Render] Use libPNG library on iOS platform to fix transparent images getting dark issue.
  • [JSB] Fixed bezierTo action will not update node position correctly issue.
  • [JSB] Fixed scheduleOnce callback will be called multiple times issue.
  • [JSB] Fixed cc.game.EVENT_SHOW and cc.game.EVENT_HIDE not working in JSB.
  • [Action] Fixed on Web platforms cc.hide, cc.show, cc.toggleVisibility not working issue.

组件

  • [TiledMap] Optimized tilemap rendering for WebGL with unlimited tile count.
  • [TiledMap] Fixed moving tilemap assets will cause reference lost issue.
  • [TiledMap] Fixed TiledLayer.setTileGID API doesn't support float value input issue.
  • [TiledMap] Fixed hex based map not rendered correctly issue.
  • [TiledMap] Fixed TiledLayer not able to change opacity issue.
  • [Button] Fixed setting node.active=false in onTouchEnd callback, it will not reset to normal texture when node reactivated issue.
  • [Label] Fixed changing TTF font in runtime will cause error on native platform issue.
  • [ScrollView] Auto hide ScrollBar and reset content position when Scrollview content size is smaller than Scrollview size
  • [ScrollView] Added stopAutoScroll API to manually stop scrolling.
  • [ScrollView] Fixed Touch.startPoint not convert to view coordinates that cause click events in ScrollView not working
  • [Collider] Now can track dynamic change of node.group correctly.
  • [EditBox] Fixed EditBox component will trigger TextChanged when enabled issue.
  • [EditBox] Fixed Label in EditBox has inconsistent behavior between native and web platform
  • [EditBox] More types of pop-up keyboard are supported on Web browsers.
  • [EditBox] Fixed third party IME will block input field on iOS issue.
  • [EditBox] Added editingReturn event to differ hitting 'enter key' or clicked outside of pop-up keyboard.
  • [Component] Fixed copy and paste Component will not add dependent component first issue.
  • [Component] Sort user defined components in Add Component button menu.

Misc

  • [Build] Missing reference to assets and scripts will generate console warning when building project and saving scene.
  • [Build] Added IPC message editor:build-start when building starts
  • [Build] Do not pack assets JSON for native platform build.
  • [Build] Added Android Studio checkbox for Android building, only works for default template and needs Android SDK 22 for compilation.
  • [Build] Fixed Creator app has space in its name will cause building native with binary template issue.

Downloads:

Resources:

Demo Projects

The most important source of examples is the Example Collection project template. There are also many demos to show a complete game:

  • Dark Slash basic game loop demo. Special thanks to Veewo Games for authorizing us to use original 'Dark Slash' game resources to make this tutorial.

  • UI Demos including multi-resolution supporting menu interface with cool transition animations, a backpack generated by data and prefab and a Clash Royale style navigation menu showcase.
  • Blackjack demo, collaboratively developed with Tencent Games.
  • Flappy Bird clone featuring a sheep.
  • Star Catcher demo game, in user manual we have a quick start tutorial showing how to build this game step by step.

We will keep on adding more demos and complete games as well as improving the existing ones!

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Job Posting. Come work with Ricardo, Justin and Nite at Chukong!

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@slackmoehrle wrote:

Our team in Menlo Park, California is amazing. We are always striving to make the best engine that we know how. We need help! Are you up for the challenge?

  • Join us to build awesome products for mobile game developers. We make mobile game development easy and smooth.
  • 2+ years experience in mobile game development, and/or mobile application development
  • 1+ year programming with C++
  • Familiar with iOS development env: xcode and objective C,
  • Familiar with Android development env: Java SDK and ndk tools.
  • It’d be better to have worked with cocos2d-x before.
  • Excellent communication skills
  • Position is onsite in Menlo Park, CA. (no remote work)
  • If you are already in the US on an H1B Visa this can be considered. However no new H1B Visa applications will be granted..

If you think you are qualified and no stranger to a hard days work, please e-mail your resume to jobs@us.chukong-inc.com

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Windows Developer Tokens

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@slackmoehrle wrote:

We are reaching the deadline for the Windows Game Contest and I have extra tokens left smile Microsoft has OK'd giving these out to developers to promote our community submitting apps for Windows.

Who would like a token?

To get one, you MUST do the following:

  • E-mail windows@cocos.com and request your token, including:
    • Your full name
    • Your e-mail address
    • Your phone number

Request for tokens in this thread will be IGNORED smile

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Cocos2d-x Developer Meetup-Silicon Valley!

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@slackmoehrle wrote:

Cocos2d-x Developer Meetup-Silicon Valley

We're calling all Cocos developers to join us for an evening of learning, helpful tips and networking with local game studios and enthusiasts. We’ll have informative talks throughout the evening from the Cocos engineering team. We'll also have our team floating around to answer questions and offer 1-on-1 help. We hope you’ll join us. Must be 21+.

Join us for our Cocos2d-x Developer Meetup Silicon Valley edition on Thursday September 17th at 6:30 pm.

The evening kicks off with pizza, drinks and mingling with the Cocos2d-x community. We’ll also be presenting informative and helpful talks about Cocos2d-x:

Agenda:
6:30-7:00PM: Meet and Greet, Networking, Pizza, Drinks
7:00-8:00PM: Workshop Sessions (each 20 mins):

  1. Creating efficient games Part I: creating our own components
    Speaker: Ricardo Quesada, Chief Architect of Chukong, main author of Cocos2d-x.

  2. Creating efficient games Part II: performance tips and tricks.
    Speaker: Nite Luo, Senior Software Engineer of Chukong

8:00-9:00PM: Mix and Mingle, ask questions.

Register on Eventbrite or Meetup!

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Take our Survey! Please

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@slackmoehrle wrote:

Hi Everyone,

I want to personally ask everyone to take 30 seconds out of our day to answer this survey for me:

https://docs.google.com/a/us.chukong-inc.com/forms/d/13GVSv6AZo6O34b7cqIAoOWeKRAXNbmGIm2QGrChzVeY/viewform?usp=send_form

My most important goal is to make our users as happy as I can. This only comes by soliciting your feedback. It is really important that we hear from you.

We have almost 25,000 users on these forums. If I get 1000 responses I will do a Twitch live stream in which I will live code a working Cocos2d-x game of the audiences choosing and post the code on GitHub.

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Interactive Cocos2d-x Learning!

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@slackmoehrle wrote:

Hi Everyone,

I am very pleased to tell you all that @SonarSystems and our team are working together to bring you an interactive learning platform. Conceived and developed by @SonarSystems, our team will assist in testing out lessons.

But...we need help. So....

Can you guys provide topics?

Also, would anyone like to write a lesson?

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New User Guidance

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@slackmoehrle wrote:

This has a few quick tips to get you started.

Keep scrolling

There are no next page buttons or page numbers – to read more, just keep scrolling down!

As new posts come in, they will appear automatically.

Where am I?

  • For search, your user page, or the menu, use the icon buttons at the upper right.

  • Any topic title will take you to the next unread post. Use the last activity time and post count to enter at the top or bottom.

  • While reading a topic, jump to the top ↑ by selecting the topic title. Select the green progress bar at the bottom right for full navigation controls, or use the home and end keys.

How do I reply?

  • To reply to the overall topic, use the Reply button at the very bottom of the page.

  • To reply to a specific post, use the Reply button on that post.

  • To take the conversation in a different direction, but keep them linked together, use Reply as linked Topic to the right of the post.

To quote someone in your reply, select the text you wish to quote, then press any Reply button.

To ping someone in your reply, mention their name. Type @ and an autocompleter will pop up.

For standard Emoji, just start typing : or the traditional smileys :) smile

What else can I do?

There are action buttons at the bottom of each post.

To let someone know that you enjoyed their post, use the like button. If you see a problem with a post, privately let them, or our staff, know about it with the flag button.

You can also share a link to a post, or bookmark it for later reference on your user page.

Who is talking to me?

When someone replies to your post, quotes your post, or mentions your @username, a number will immediately appear at the top right of the page. Use it access your notifications.

Don't worry about missing a reply – you'll be emailed direct replies (and private messages) if you aren't online when they arrive.

When are conversations new?

By default all conversations less than two days old are considered new, and any conversation you've participated in (replied to, created, or read for an extended period) will automatically be tracked.

You will see the blue new and number indicators next to these topics:

You can change the individual notification state of a topic via the control at the bottom of the topic (this can also be set per category). To change how you track topics, or the definition of new, see your user preferences.

Why can't I do certain things?

New users are somewhat limited for safety reasons. As you participate here, you'll gain the trust of the community, become a full citizen, and those limitations will automatically be removed. At a high enough trust level, you'll gain even more abilities to help us manage our community together.

How do I post code?

If you have a coding problem, always include bit of code.
Do it like this:

```
auto sprite = Sprite::create("awesome_image.png");
```

It will look like this:

auto sprite = Sprite::create("awesome_image.png");

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Poll: What is important to document?

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@slackmoehrle wrote:

Hello Everyone,
I would like to gain a better understanding what are important items to have documented in an in-depth manner? This information would help direct the focus of future documentation efforts.

  • Setup and Installation (iOS, Android, Windows Phone, etc...)
  • Editors and tools (Studio and any future tools smile )
  • More content for developing (more on Sprite, Physics. 3D, whatever...)
  • Advanced concepts (engine under-pinnings, OpenGL, etc..)
  • A better documented CPP-Tests and why things in it work

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Cocos2d-x v3.10 released

Poll: Do you use tutorials by Sonar Systems?

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@slackmoehrle wrote:

Tell us how frequently you use the tutorials put out by Sonar Systems.

Edit:

  • 1 time a week
  • 2-3 times a week
  • 5+ times a week
  • 1-2 times each day
  • I keep their YouTube page open and handy.
  • I don't use them.

Posts: 42

Participants: 18

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A game made with Cocos Creator!


Announcing Cocos Creator public beta!

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@slackmoehrle wrote:

We are so excited to announce that Cocos Creator is now in public beta! Our team has worked incredibly hard on this and it shows.

Cocos Creator is a complete package of game development tools and workflow, including a game engine (based on Cocos2d-x), resource management, scene editing, game preview, debug and publish one project to multiple platforms.

For the first time we introduced entity-component structure and data-driven workflow to the cocos2d-x family. With JavaScript, you can scripting your component in no time. The editor and engine extension is also made with JavaScript so you can make games and refine your tool in a single programming language.
Cocos Creator is an provides an innovative, easy to use toolset such as the UI system and Animation editor. The toolset will be expanding continuously and quickly, thanks to the open editor extension system.

You can download Creator and also review the documentation.

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GDC 2016! Come and see us

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@slackmoehrle wrote:

We are exhibiting at GDC 2016!

Where: Moscone West, San Francisco
Dates: Wednesday March 16 - Friday March 18
Booth: 1624 (ARM, we are happy to share a booth with them!)

Demos: Cocos Creator, VR and new engine features.

Talks: Friday, March 18, 12:45pm - 1:05pm
"The modern Cocos2d-x platform: From optimized CPU code to its new toolchain", by Ricardo Quesada

Ricardo Quesada (founder of Cocos2d-iPhone) and Zhe Wang (founder of Cocos2d-x) will be at the booth to chat. Stop by and say "Hi!", check out our demos and tell us why you love Cocos2d-x!

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Cocos Creator 1.0

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@slackmoehrle wrote:

Cocos Creator 1.0 officially released!

We are excited to release version 1.0 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

v1.0 brings:
- A better coding environment
- A reliable native development and publishing workflow
- New UI elements: EditBox and Grid Layout
- Spine skeleton animation and Tiled Map support

New UI Element: Grid Layout and EditBox

As a developer you may need to implement a user login interface, an inventory/backpack interface or some sort of table view. This major update brings home the Grid Layout and EditBox UI element. These UI elements empowers users to create any kind of UI they like.

A demo project highlights some new UI features.

Spine Skeleton Animation and Tiled Map

Cocos Creator now supports skeleton animation created and exported with Spine, including complete runtime API.

TMX (Tiled Map Editor) is also now supported. It is as simple to use as creating a
TiledMap component and draging your TMX file onto it. After the tilemap is created, each tiled layer will be created as seperate node, so you can insert your actors between those layers.

(Create a new project with Example Collection project template, and you can quickly preview and learn how to use Spine animation and tilemaps.)

New Coding Environment and JSB Debug Workflow

Cocos Creator works with Visual Studio Code now and it's the recommended tool to code your game. Visual Studio Code is a cross-platform, lightweight IDE which has great support for JavaScript and excellent performance. Also it shares the same application framework as Cocos Creator, so we decide to use Visual Studio Code as our recommended IDE and soon to be default.

In 1.0 version, users still need to download VS Code manually and install related extension through Cocos Creator's Developer menu. We are working on the integration of VS Code into Cocos Creator.

With our extension, you can debug your script on JSB platforms with VS Code now. Please check this guide for more information.

Extending The Editor

Starting in v1.0, developers can now create plugins to extend the Editors functionality. This means you can:

  • Develop plugins that incorporate directly into the editor.
  • Plugins can be menu items to run its functionality.
  • Communicate between Node.js process and HTML page process. One plugin can register many menu items.
  • Build your package's interface with standard HTML.

Developers can create extensions capable of providing most of what VS Code/Atom/Sublime do. Including text processing, file system I/O and importing any third-party JavaScript package you want.

Other Highlights

  • The Timeline editor workflow has been revamped. Animation editing mode is now isolated so users will not accidentally change Node properties or Node tree structures outside of animation root node. A lot of useful shortcuts and editing operations are added as well.
  • Prefab editing mode is similar to Animation editing mode. You can double click on a prefab asset to quickly edit it in the scene view.
  • You can choose to preview your game using the Simulator or Browser from a dropdown menu next to 'Preview' button
  • Added coding examples to most of the common API
  • Sprite component now includes 'Filled' and 'Tilled' render mode.
  • Sprite component now supports render without trim, Sprite node size can also be set with 'Size Mode' property.
  • Sprite and ParticleSystem supports blend func.
  • Added component context menu to Properties panel. You can reset component properties, remove component, copy and paste component from one node to another and moves component up and down on a node.
  • Added align nodes buttons to Scene view.
  • Build panel workflow revamped. Added screen orientation, engine template, Android keystore, sourcemap setting. Also you can cancel build and compile process now.
  • Add cc.loader.loadRes API for dynamic asset loading.

Please read 1.0 release notes for more information.

More Demo Projects

The most important source of examples is the Example Collection project template. There are also many demos to show a complete game:

  • Dark Slash basic game loop demo. Special thanks to Veewo Games for authorizing us to use original 'Dark Slash' game resources to make this tutorial.

  • UI Demos including multi-resolution supporting menu interface with cool transition animations, a backpack generated by data and prefab and a Clash Royale style navigation menu showcase.
  • Blackjack demo, collaboratively developed with Tencent Games.
  • Flappy Bird clone featuring a sheep.
  • Star Catcher demo game, in user manual we have a quick start tutorial showing how to build this game step by step.

We will keep on adding more demos and complete games as well as improving the existing ones!

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Cocos Creator 1.0.3 released!

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@slackmoehrle wrote:

Cocos Creator 1.0.3 released!

We are excited to release version 1.0.3 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

v1.0.3 Release Notes:
* [Windows] Fixed user script compilation may fail issue.
* [Windows] Fixed an issue that cause scene creation and saving failed due to the upper case of volume name ( such as C:)
* [Layout] Fixed a repeating error when layout container has negative size value, now layout with negative size will report a warning and reset size to 0.
* [Layout] Fixed adding layout component to a node will reset node size issue.
* [EditBox] Add begin and end callback for JSB runtime.
* [Component] Add cc.MotionStreak component for easy trailing effect. You can find it in Components/Other components/MotionStreak
* [ScrollView] Fixed web canvas render reactivated ScrollView node will have wrong content position issue.
* [ScrollView] Fixed changing node scale will make ScrollView scrolling display error issue.
* [Button] When replace target sprite’s spriteFrame, normal spriteFrame will be updated as well if Sprite transition is currently selected.

Downloads:
- Creator for Mac
- Creator for Windows

Resources:
- Read the documentation
- YouTube

Demo Projects

The most important source of examples is the Example Collection project template. There are also many demos to show a complete game:

  • Dark Slash basic game loop demo. Special thanks to Veewo Games for authorizing us to use original 'Dark Slash' game resources to make this tutorial.

  • UI Demos including multi-resolution supporting menu interface with cool transition animations, a backpack generated by data and prefab and a Clash Royale style navigation menu showcase.
  • Blackjack demo, collaboratively developed with Tencent Games.
  • Flappy Bird clone featuring a sheep.
  • Star Catcher demo game, in user manual we have a quick start tutorial showing how to build this game step by step.

We will keep on adding more demos and complete games as well as improving the existing ones!

Posts: 28

Participants: 12

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Poll: Remove VS 2013 support?

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@slackmoehrle wrote:

Hi Everyone,

Can you take the time to read these questions and let us know your thoughts?

  1. Remove VS2013 support, just support VS2015. 2015 is more friendly with c++11, reduces testing time and some 3rd party libraries don’t have to provide dll for VS2013 and VS2015, which means smaller releasing package size

  • Yes, this is fine with me.
  • No, I still need VS2013.
  • I don't care about this.

Posts: 20

Participants: 8

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