Quantcast
Channel: Announcements - Cocos Forums
Viewing all 204 articles
Browse latest View live

Poll: Remove Android ADT support

$
0
0

@slackmoehrle wrote:

Hi Everyone,

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

  1. Remove Android ADT support. Now there is proj.android for Android ADT (based on Eclipse), and proj.android-studio for Android Studio. The cocos command also supports Android Studio, and it is more easy to use Android Studio.

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

Posts: 41

Participants: 23

Read full topic


Cocos2d-x v3.11 released!

$
0
0

@slackmoehrle wrote:

We are happy to announce the release of Cocos2d-x v3.11!

This release brings bug fixes and API maintenance, as well as:
* upgrade Chipmunk to v7.0.1.
* use new memory model in JSB, don't have to invoke retain/release in JavaScript. It is disabled by default.
* upgrade Curl to v7.48.
* upgrade OpenSSL to 1.0.2g.
* use VSCode and new Firefox to debug Cocos2d-x JSB programs.
* new WebGL Renderer: activate WebGL on Android by default, Sprite auto-batching and a shared rendering buffer for Sprites

Download it today!

Posts: 99

Participants: 38

Read full topic

Cocos Creator v1.1.1 released!

$
0
0

@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!

Posts: 76

Participants: 29

Read full topic

Cocos2d-x v3.12 released!

$
0
0

@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: 77

Participants: 28

Read full topic

Cocos Creator v1.1.2 released!

$
0
0

@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!

Posts: 43

Participants: 19

Read full topic

Android developers: use Visual Studio!

$
0
0

@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.

Posts: 33

Participants: 15

Read full topic

Cocos Creator 1.2 released!

$
0
0

@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!

Posts: 34

Participants: 16

Read full topic

Cocos Creator v1.2.1 released!

$
0
0

@slackmoehrle wrote:

Cocos Creator 1.2.1 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.

v1.2.1 Changelog:

Downloads:
- Creator for Mac
- Creator for Windows

Resources:
- Read the documentation
- YouTube

Full Release Notes from v1.2.1

Editor

  • [Assets] Fixed renaming asset will cause error when using filter in Assets panel.
  • [Preview] Fixed using console.log(node) in browser preview will generate a lot of error message issue.
  • [Preview] Fixed when previewing scene in browser, enter prefab editing mode will cause error issue.
  • [Editor] Fixed loading a new scene right after save previous scene in editor may cause the new scene to be overwrite by old scene issue.
  • [Dashboard] Fixed can't create a new project at root path on windows issue.
  • [Build] Fixed an error that may cause built engine size not reduced as engine module setting.
  • [Build] Fixed deleting scene when Build Setting panel is open cause built game to black screen issue.
  • [Preference] Added 'Enable Auto Compile' option in 'Data Editor' tab of Preference panel. So user can disable auto compile and only use manual compile.
  • [Code-Editor] Fixed 'tab' key not working in builtin Code Editor.
  • [Console] Fixed clicking error message in bottom status bar will not jump to Console panel correctly issue.

Engine

  • [Engine] Fixed some UI element may cause memory leak issue.
  • [Engine] Fixed an error cause 'Landscape' orientation not enforced on mobile device.
  • [Engine] Fixed Mouse hover event not cleared after scene switch issue.
  • [Engine] Fixed defining a global variable in a script with 'Import as plugin' option will cause error issue.
  • [Engine] Fixed skew render calculation not consistent between Web and native platforms issue.
  • [Render] Fixed a bug that cause BMFont not able to be batch rendered.
  • [Graphics] Fixed when drawing arc set counterclockwise will get wrong direction issue.
  • [Graphics] Fixed using some API on Windows will cause crash issue.
  • [Action] Fixed using ScaleBy, SkewBy actions will cause 'too much recursion' error
  • [JSB] Now send API of socket.io can accept object argument on native platforms
  • [JSB] Now runAction will return action instance on native platforms.

Component

  • [Component] Fixed fetching property reference failed and display as NONE issue when there's a lot of properties defined on a single component.
  • [Component] Fixed color picker cannot save color correctly issue.
  • [Button] Fixed when Transition set to Color, updating interactable to false will not get correct appearance issue.
  • [Mask] Fixed a bug that cause Mask not taking effect in event handling if register event before node is added to the node tree.
  • [Animation] Fixed Collider component size will be reset to 0 when adding key frame in animation issue.
  • [Animation] Fixed setting node active to false in another component's onEnable method will not stop animation from playing issue.
  • [Animation] Fixed compiling script in Animation editing mode will cause trajectory disappear issue.
  • [ScrollView] Fixed scrollBar not updated correctly when scrolling to the bottom and removing the last entry.
  • [ScrollView] Only allow event register when content property bound to a node.
  • [ScrollView] Added cancelInnerEvents property to control if touchmove and touchend event can penetrate to entry node.
  • [ScrollView] Fixed scrollBar will disappear when Scrollview node is activated.
  • [ScrollView] Fixed the white top margin issue on iOS platform.
  • [Label] Fixed opaque alias around Label in WebGL render mode.
  • [Label] Fixed LabelOutline component can cause infinite loop for Shrink overflow on label.
  • [Label] Fixed when loading multiple TTF assets, Label component may end up using the wrong TTF asset issue.
  • [Label] Fixed adding BitmapFont asset to the project when editor is not active may cause importing to fail issue.
  • [VideoPlayer] Added currentTime, duration and isPlaying API.
  • [Widget] Fixed Widget component may get disabled in editor after run preview.
  • [SpriteDistortion] Fixed sphere distortion component not working in refactored WebGL render system.
  • [EditBox] Fixed when input type set to Number, maxLength property had no effect issue.

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: 11

Participants: 5

Read full topic


Cocos2d-x v3.13 released!

$
0
0

@slackmoehrle wrote:

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

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

  • 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!

Posts: 33

Participants: 19

Read full topic

Forum Maintenance - Saturday, Sept 3

$
0
0

@slackmoehrle wrote:

Hello Everyone,

We will be performing forum maintenance on Saturday, September 3, 2016. I expect this to last a few 2-4 hours. During which the forums may be up and down several times.

Posts: 4

Participants: 1

Read full topic

Cocos Creator 1.2.2 released!

$
0
0

@slackmoehrle wrote:

Cocos Creator 1.2.2 released!

We are excited to release version 1.2.2 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

v1.2.2 Changelog:

Engine

  • [Engine] Refactored index.html page for Web build, improve page initialization speed massively.
  • [Engine] Add API cc.view.enableAntiAlias(false) to disable bilinear image smoothing for pixel-art graphics.
  • [Engine] Support cc.view.enableAntiAlias(false) API in native platform.
  • [Engine] Fixed pop-up keyboard on some tablet device with wider screen will cause screen orientation to change issue.
  • [Engine] Fixed register events to a deactivated node in start method will make the node respond to event on native platform issue.
  • [Engine] Fixed register events to a deactivated node, the event will not work after node is activated issue.
  • [Engine] Fixed some registered node event will not work when Web window lost and regain focus.
  • [Engine] Fixed when loading TTF assets, the loaded callback may not fire at the correct moment issue.
  • [Engine] Fixed using deprecated API on mobile browser will report error directly issue.
  • [Action] Fixed tintTo and tintBy not working properly on native platform issue.
  • [Action] Fixed using cc.targetedAction will report error issue.

Editor

  • [Prefab] Add synchronized Prefab option, user can select whether a prefab should sync changes to all instances in scene.
  • [Animation] Fixed the red needle in timeline may break issue.
  • [Animation] Fixed when dragging node in scene to edit position keyframe may not work issue.
  • [Animation] Fixed undo node deleting operation may cause updateAnimatingInEditMode to report error issue.
  • [Console] Added ignore case switch to determine whether filter is case-sensitive.
  • [SDK] Fixed inserting AnySDK runtime library to Web build may not work issue.

Component

  • [Label+Widget] Fixed setting Label's Overflow to SHRINK and leave string empty, turning on one dimension align for Widget will crash on native platform issue.
  • [Particle] Fixed when texture set to null will crash on native platform issue.
  • [Tilemap] Fixed deleting node with Tiledmap and undo will make the node not visible issue.
  • [Graphics] Fixed Helper module not found in case-sensitive OS issue.
  • [EditBox] Fixed resize node has wrong effect issue on mac platform issue.
  • [Button] mouseover event will not be registered if button's hover sprite is null.
  • [ScrollView] Fixed save scene will cause ScrollView's content node get random position issue.
  • [ScrollView] Fixed disabled Scrollview component can still respond to touch event issue.
  • [ScrollView] Added TOUCH_UP event callback.

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: 8

Participants: 5

Read full topic

Interest in a live stream?

$
0
0

@slackmoehrle wrote:

Our colleagues in China put on a weekly live stream where the engine developers answer questions, talk about specific topics, etc. Is there an interest in a live stream from our community here? Should it just be Q&A. Should it cover a pre-set topic?

Maybe weekly is to often, every two weeks perhaps?

Posts: 12

Participants: 8

Read full topic

Poll: Live stream style

$
0
0

@slackmoehrle wrote:

  • I prefer a sales/marketing style presentation
  • I'd like it to be technical, on one specific topic
  • I'd like it to be technical on a few small topics
  • Just code a game while we watch (and take input from audience)
  • Demonstrate engine functionality from cpp-tests
  • Something else, I am leaving a comment below.

0voters

Posts: 24

Participants: 10

Read full topic

Cocos Creator 1.3.1 released!

$
0
0

@slackmoehrle wrote:

Cocos Creator 1.3.1 released!

We are excited to release version 1.3.1 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

This version offers an incredible performance increase for both Web and native platforms. There are 6 major features and numerous small changes in this version that will help Creator meet the needs of more and more types of projects! The following is the highlight of this update:

  • Rich text support
  • Dragon Bones skeleton animation support
  • Prefab automatic synchronization
  • Automatically packaging textures to Atlas
  • Added UI controls: PageView, Toggle, ToggleGroup, Slider
  • New AudioEngine

Important upgrade instructions

  • The Windows version now uses use a 64-bit architecture, there is no longer support for 32-bit Windows systems. The advantage is that the editor can deal with a large number of image resources and improve the efficiency by at least 5 times, but also to support the emerging image format Webp.

Highlight Features

Rich text support

With RichText in place, finally you can have a decent chat channel or battle log in your game! The new RichText component can automatically generate different styles of text based on the BBCode tags in the string. Currently supported tags include size, color, b, i, u, img and on, which are used to customize the font size, font color , Bold, Italic, Underline, Image, and Click events. With the help of rich text, you can easily use a small amount of UI elements with a specific string format of the incoming data to display a rich styles of text.

Dragon Bones skeleton animation support

Responding to the call of users, we have added Dragon Bones ( a very popular skeleton animation editing tool) support in this version. DragonBones component and Spine component works similar. You just need to create a node with DragonBones component, and drag exported DragonBones animation data and image data into the component then it's ready to be played in your scene. You can also customize the properties of the component such as default animation, playback speed and cycle times easily in editor.

Prefab automatic synchronization

The design of Prefab asset from the beginning is to allow users reuse the resources and elements in the project. But in previous version of Creator once a prefab is dragged into the scene, it will not be automatically synchronized when the prefab asset is updated. This behavior is corrected in the upcoming 1.3 version. When you create a Prefab asset, you can manually choose whether to auto update the Prefab instances in scene.

The figure above shows that the instances in the scene are automatically synchronized.

The figure above shows the default state when you create a new prefab, the instance of the Prefab does not automatically synchronize asset changes, which is the old behavior as previous version.

The addition of this little feature will make it easier to maintain a static scene, such as a main menu scene consists of multiple UI menu, each menu can be made Prefab and maintained by a specific person. The maintainer of a prefab can modify their prefab and save changes, other team members will see the updates in the scene as long as they get the prefab assets update. And the scene asset will not be changed at all during the process. This will greatly improving the efficiency of multiple collaborator working on the same scene!

Add UI controls: PageView, Toggle, ToggleGroup, Slider

To make our UI library even stronger, we add four new UI controls in this version: PageView, Toggle, ToggleGroup and Slider. These new family members will be used in a project importing process from Cocos Studio. Once we make sure there're no compatibility issues we will be able to import any Cocos Studio project into Creator.

With the addition of RichText and more UI controls, we can finally ensure that users can use Cocos Creator to achieve any desired 2D UI interface. Along side the multi-resolution adaptive UI system and highly integrated base renderer component Sprite and Label all since v1.0, Cocos Creator will give developer an great edge in the development of games with heavy UI content.

New AudioEngine

Refactored New AudioEngine is still called cc.audioEngine, but the internal implementation has been revamped, to solve the following problems:

  • Optimization of the preload process, once the load is completed you can immediately start to play the audio.
  • Added API to access to audio duration, and current playback position
  • Adds a callback method after the audio has finished playing
  • Optimize the audio playback on the Web platform, large-size audio will automatically switch to the Audio module to load, save memory overhead

After the refactory of the audio engine, there is no longer difference between music and effect playback implementation. Although we kept the old API and behavior, you can use the same interface for both types of audio.

Other important changes

  • Build projects with CLI command
  • Add ability to specify cross-project shared asset library with --mount CLI option
  • Refactor the JS-binding API to improve stability, binding API are now consistent with cocos2d-x 3.13.
  • Optimize resource caching and loading mechanism
  • Refactored cc.Loader to support independent load queues and better progress information. Solved issue to repeated load an asset when there are circular dependencies. Solved issue that may cause callback to fire synchronously.
  • Upgrade spine runtime library, support 3.x version of the spine, fix the image mixed mode display problem, support triangle rendering commands

Downloads:
- Creator for Mac
- Creator for Windows

Resources:
- Read the documentation
- API Reference
- 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!

v1.3.0 and v1.3.1 Full Changelog:

Editor

  • [Doc] Creator manual document has been open-sourced, the English version of the document is still lack of content updates compare to the Chinese version. Please join us for corrections, completion and translation at https://github.com/cocos-creator/creator-docs
  • [Installer] Windows installation package has added Visual Studio 2015 installation options
  • [Build] Add Android API Level selection menu to build panel, all available API Levels will be listed according to SDK directory the user specified. The resulting project will have all related API Level settings updated automatically.
  • [Build] Add command and option to build projects using the CLI.
  • [Build] Add Android Studio support for the binary template
  • [Build] Fixes the problem that the screens orientation setting in the build panel do not take effect when the game is launched the first time on Web platform
  • [Build] The keystore password for the android platform is now displayed in a masked password format
  • [Build] Fixed in the Mac system when the project has large amount of assets, there may be too many open files error reported problem
  • [Build] Fixed build error when plugin scripts are in the resources directory.
  • [Build] Fixed generated application name not correct when building Android Studio project issue.
  • [Build] When the engine path has space, the building process will give proper error message now.
  • [Build] Build to iOS platform projects now adds Xcode 8 support
  • [Assets] Add the function of automatic Atlas packaging, you need to create a AutoAtlas asset in the folder that stores seperated SpriteFrame assets. During building process the contents in the folder will be packed into an Atlas.
  • [Assets] Added a thumbnail icon display for the SpriteFrame resource in Atlas
  • [Assets] Optimized SpriteFrame asset in Atlas thumbnail icon generation logic, to solve process stuck problem when there are too many SpriteFrame assets indexed at the same time.
  • [Assets] Fixed the problem of repeatedly triggering compile operations when importing a large amount of scripts
  • [Assets] Add uuid search function to Assets panel, enter u: xxxxx to search assets with uuid
  • [Assets] In Assets panel, add a right-click menu Find Usages to filter the tree with only assets (scene, prefab and clip) that referenced the item clicked on.
  • [Assets] Provide more explicit description for importing custom asset errors
  • [Properties] Fixed a problem where the tooltip does not display on the array and object properties
  • [Properties] Fixed an error that cause reset node operation not taking effect.
  • [Properties] Fixed an issue where the error message and reset button were not displayed correctly when the attribute type and the bound data were not matched.
  • [Console] clear button will not clear compiler error now.
  • [Editor] Fixed a problem with Creator crashing on some Windows 10 system
  • [Editor] Fixed an issue that compile error messages may stay in console panel even when compile error is gone
  • [Editor] Fixed an issue where the undo command does not trigger a scene change when restoring a null-valued property
  • [Editor] Fixes the initial scene settings in the Project Settings panel does not take effect when running simulator
  • [Editor] Fixed undo / redo operation on windows may randomly failed issue.
  • [Editor] If plugin script contains ES6 syntax, add an error when building.
  • [Editor] Added the command line argument --mount to specify the external resource path. (You can use multiple --mount parameters to mount multiple paths, parameter values can be absolute path or relative to the relative path of the project). You can also use parameter --writable to specify whether allow saving the external resource changes.
  • [Editor] Use a new graphic processing library, to solve the problem process crash when importing oversized texture (8192x8192), and enhanced the image processing speed
  • [Editor] Fixed a bug that caused the build to fail when all the pictures in the project went into the AutoAtlas
  • [Editor] Fixed an issue where changes made to Sliced Sprite can not be previewed immediately in editor.
  • [Editor] Fixed a problem when closing a window by Cmd / Ctrl + Q would cause an error
  • [Editor] Adds the option to choose whether a plugin script should be packed into the build on the native or Web platform.
  • [Scene] Fixed an issue when saving a scene would cause the node's fold state to be reset in the Node Tree panel.
  • [Scene] Fixed a problem that after continuing to preview the particles for a while and then panning the scene view will cause the editor to work very slow.
  • [Prefab] Fixes various auto-sync Prefab display problems
  • [Prefab] Fixes nested auto-sync prefab will cause the scene unable to open issue.
  • [Dashboard] fixes when cancel the operation of `open other projects' will pop up error message issue.
  • [Node Tree] Fixes the problem of newly created node doesn't display highlight selection correctly.
  • [Node Library] Add newly added UI elements since v1.2

Engine

  • [Engine] cc.loader.release will now correctly remove the cache and its asset dependencies (such as texture, audio), while supporting the release of an assets array. Also add removeItem to remove only the cache and getDependsRecursively to get its own list of dependent assets (including itself).
  • [Engine] Fix the problem that on native platform 'setSiblingIndex' API may not work
  • [Engine] Fixed a bug in the mobile web platform that a forced landscape screen orientation might fail when first entering or switching scenes
  • [Engine] Fixed isScheduled in the Web platform always return false issue
  • [Engine] Fixed cc.loader.onProgress not callback correctly when sub-queue updates
  • [Engine] Fixed an issue where the acceleration parameters obtained by the Android platform might be the opposite of the actual one
  • [Engine] Fixed EventDispatcher binding error on native platform that can lead to random crash
  • [Engine] Limit the maximum number of concurrent downloader threads on all platforms, avoiding errors when loading too many resources at the same time
  • [Engine] Fixed a bug where the grayscale shader was not working
  • [Engine] Removed the warning of No need to release non-cached asset when loading the json asset with loadRes
  • [Engine] Fixed an issue where it was possible to send multiple requests to the web platform after merging the asset json
  • [Engine] systemEvent will now inherit EventTarget, and support to use cc.systemEvent.on / once / off to register or unregister system events. The needs to use the eventListener to monitor the keyboard and accelerometer events can now use on/off to register and unregister.
  • [Engine] Refactored cc.Loader to support independent load queues and better progress information. Solved issue to repeated load an asset when there are circular dependencies. Solved issue that may cause callback to fire synchronously.
  • [Engine] Loader provides a separate load task for each context, to solve the run-time JSON object can not be automatically released problem.
  • [Engine] Fixed an issue where the game was unable to respond to a click event while running the game on the Wechat desktop client
  • [Engine] Add touch-point timeout settings to solve the issue that in WeChat x5 core when slide your finger out of the screen multiple times will not trigger the touchcancel event, and cause the following touch interation failed. If you need to keep a stationary touch point for a long time, please manually modify the timeout setting TOUCH_TIMEOUT.
  • [JSB] refactor the JS-binding API to improve stability, binding API are now consistent with cocos2d-x 3.13.
  • [Audio] Upgrade sound engine to New AudioEngine, solve some of the sound compatibility issues in the previous versions
  • [Audio] Use cc.Loader to manage Audio memory, allowing the loader to completely release the Audio resource
  • [Audio] Fixed an issue where the AudioSource component will continue to play after switching scenes
  • [Action] fixes cc.flipX in the native platform will cause a crash

Components and modules

  • [DB] Adds the dragonBones component to support skeleton animation in DragonBones format
  • [Component] Add Slider component
  • [Component] Add the Toggle and ToggleGroup control components
  • [RichText] Added support for RichText components, using bbcode format tags, currently supports color, font size, bold, italic, image and click events
  • [PageView] Add PageView component
  • [TiledMap] Added support for ObjectGroup display
  • [TiledMap] Fixes the problem of undoing the deletion of a Tiledmap node will cause scene render incorrectly.
  • [TiledMap] Fixes a problem that using the tsx file in your tmx file may encounter render error issue.
  • [TiledMap] Fixes an error when you try to initialize the same TiledMap component with a different map resource
  • [TiledMap] Fixes the problem of seams between moving tiles in native engines
  • [TiledMap] Fixed a bug where the TiledLayer's setTileGID interface might have generated an error when passing insufficient parameters
  • [TiledMap] Fixes tile nodes acquired by cc.TiledLayer.getTileAt (), calling setVisible (false) in the canvas rendering mode reports error issue.
  • [Spine] Added 'premultipliedAlpha` to the Skeleton component to process the premultiplied image, which needs to be turned off when the transparent area of the image appears opaque. This option needs to be enabled when the translucent area of the image is darken.
  • [Spine] Upgrade spine runtime library, support 3.x version of the spine, fix the image premultiply mode display problem, support triangle rendering commands
  • [Button] Add Scale Transition, add button to resize button size to target node size
  • [Button] When the button interactable is set to false, if you do not set the corresponding disable state, will automatically use grayed out normal state sprite for disabled state.
  • [ScrollView] Change the mouse wheel operation of the desktop platform to more in line with the Windows operating system scrolling direction.
  • [Graphics] Fixed the problem of resetting the size of its own node when the user added the GGraphics component
  • [Graphics] Fixed a get / set warning for undefined properties
  • [Graphics] Fixes the need to call clear in the canvas twice to clear the contents of the painting
  • [Animation] Fixed an issue where the call to play was invalid in an animation event callback
  • [Animation] Fixes issue that playing animation from a specified frame, the animation events in previous frames will also be triggered.
  • [Collider] Fixed an issue where the node group property modified in onCollisionEnter could not be updated correctly
  • [Collider] Fixed an issue when new Circle Collider component was added to a node will cause error
  • [Widget] Fix CCWidgetManager will report error for _widget if the Scrollview size changes
  • [Widget] Fixed a bug in the Properties panel that the top andbottom checkboxes disappears
  • [EditBox] Fixes an issue that EditBox does not work properly on macOS 10.12 Sierra
  • [EditBox] Fixes a bug that instantiating this component in a prefab and then setting placeholder will cause error
  • [EditBox] Add setFocus, stayOnTop property, when stayOnTop is true, you can set tabIndex to control the Tab key focus behavior. When you use the EditBox in Wechat's iframe, you need to set the stayOnTop property to true
  • [EditBox] modifies the behavior of the maxLength attribute. When set to 0, it disables user input. When set to -1, it does not limit the maximum length of the input character
  • [Label] Fixes issue that when string is set empty with Resize Height overflow mode will cause line wrap not work anymore.
  • [Label] Fixes adding Label component when the node is in non-activated state will cause debounce function report error issue.
  • [Label] Fixes the problem that the LabelOutline component has a wrong color when used with a TTF font
  • [VideoPlayer] Add the META_LOADED,CLICKEDandREADY_TO_PLAY events. Now toggle visible pauses the video and disable video playing if the video control is not visible. At the same time, unified web and jsb video behaviors.
  • [Component] Add a lifecycle callback, resetInEditor, which is called only the first time a component is added (this method will not be called if the scene is reloaded). In addition, this method will be called in the component menu after the reset call.
  • [Component] Add parameters for cc.Component.EventHandler, currently only allowed to pass in a string parameter

Posts: 36

Participants: 12

Read full topic

Poll: Live stream game type

$
0
0

@slackmoehrle wrote:

What style game should we code?

  • a Crossy Road style game
  • an Adventure Island style game
  • a Tiny Tower style game
  • a Spy Hunter style game
  • a liquid physics puzzle game

0voters

Posts: 8

Participants: 4

Read full topic


Poll: Any interest in Facebook Instant Games

Cocos Creator 1.3.2 released!

$
0
0

@slackmoehrle wrote:

Cocos Creator 1.3.2 released!

We are excited to release version 1.3.2 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

This version offers an incredible performance increase for both Web and native platforms. There are 6 major features and numerous small changes in this version that will help Creator meet the needs of more and more types of projects! The following is the highlight of this update:

  • [RichText] Added custom TTF font support
  • [DragonBones] Fixed an issue initialize the dragonAsset property of the DragonBones component will report error and cause crash。
  • [Engine] Fixes the problem of inconsistent viewsport after using renderTexture to capture screen.
  • [Label] Fixed a bug where LabelOutline and RichText underline style has incorrect color on iOS and Android platforms
  • [Loader] Fixed cc.loader.loadRes andcc.loader.load may not recognize the same resources correctly using caching.
  • [Loader] You can pass in url to cc.loader.release to release texture assets that don't have uuid.
  • [Engine] Detect WeChat version on iOS, in iOS 9 or before use Canvas rendering (due to the WeChat UIWebView bug), in iOS 10 on use WebGL rendering
  • [Action] Fixed rotateBy parameters in the native platforms can not control the two axial rotation at the same time issue.
  • [Prefab] Fixed issue that when Prefab node Size is 0 while the positions are greater than 100, double-click the Prefab will cause scene view not properly display.
  • [Builder] When building a native project, if the C ++ engine version changes, prompt the user to delete the build project to regenerate
  • [Builder] Add building process monitor to reduce the possibility of process stuck situation.
  • [Builder] The build target path now supports relative paths
  • [Collider] Fixes the bug that CircleCollider computes the error of boudingBox after it has modified anchor
  • [Editor] Fixed the problem of displaying the account information in the main menu when switching account login
  • [Animation] Improve the sample method to operate on a particular animationState and automatically update the animation state by callingsample after setCurrentTime
  • [Layout] Padding margins can now be customized in different directions
  • [PageView] adds a new page layout mode, support for irregular page size

Important upgrade instructions

  • The Windows version now uses use a 64-bit architecture, there is no longer support for 32-bit Windows systems. The advantage is that the editor can deal with a large number of image resources and improve the efficiency by at least 5 times, but also to support the emerging image format Webp.

Highlight Features

Rich text support

With RichText in place, finally you can have a decent chat channel or battle log in your game! The new RichText component can automatically generate different styles of text based on the BBCode tags in the string. Currently supported tags include size, color, b, i, u, img and on, which are used to customize the font size, font color , Bold, Italic, Underline, Image, and Click events. With the help of rich text, you can easily use a small amount of UI elements with a specific string format of the incoming data to display a rich styles of text.

Dragon Bones skeleton animation support

Responding to the call of users, we have added Dragon Bones ( a very popular skeleton animation editing tool) support in this version. DragonBones component and Spine component works similar. You just need to create a node with DragonBones component, and drag exported DragonBones animation data and image data into the component then it's ready to be played in your scene. You can also customize the properties of the component such as default animation, playback speed and cycle times easily in editor.

Prefab automatic synchronization

The design of Prefab asset from the beginning is to allow users reuse the resources and elements in the project. But in previous version of Creator once a prefab is dragged into the scene, it will not be automatically synchronized when the prefab asset is updated. This behavior is corrected in the upcoming 1.3 version. When you create a Prefab asset, you can manually choose whether to auto update the Prefab instances in scene.

The figure above shows that the instances in the scene are automatically synchronized.

The figure above shows the default state when you create a new prefab, the instance of the Prefab does not automatically synchronize asset changes, which is the old behavior as previous version.

The addition of this little feature will make it easier to maintain a static scene, such as a main menu scene consists of multiple UI menu, each menu can be made Prefab and maintained by a specific person. The maintainer of a prefab can modify their prefab and save changes, other team members will see the updates in the scene as long as they get the prefab assets update. And the scene asset will not be changed at all during the process. This will greatly improving the efficiency of multiple collaborator working on the same scene!

Add UI controls: PageView, Toggle, ToggleGroup, Slider

To make our UI library even stronger, we add four new UI controls in this version: PageView, Toggle, ToggleGroup and Slider. These new family members will be used in a project importing process from Cocos Studio. Once we make sure there're no compatibility issues we will be able to import any Cocos Studio project into Creator.

With the addition of RichText and more UI controls, we can finally ensure that users can use Cocos Creator to achieve any desired 2D UI interface. Along side the multi-resolution adaptive UI system and highly integrated base renderer component Sprite and Label all since v1.0, Cocos Creator will give developer an great edge in the development of games with heavy UI content.

New AudioEngine

Refactored New AudioEngine is still called cc.audioEngine, but the internal implementation has been revamped, to solve the following problems:

  • Optimization of the preload process, once the load is completed you can immediately start to play the audio.
  • Added API to access to audio duration, and current playback position
  • Adds a callback method after the audio has finished playing
  • Optimize the audio playback on the Web platform, large-size audio will automatically switch to the Audio module to load, save memory overhead

After the refactory of the audio engine, there is no longer difference between music and effect playback implementation. Although we kept the old API and behavior, you can use the same interface for both types of audio.

Other important changes

  • Build projects with CLI command
  • Add ability to specify cross-project shared asset library with --mount CLI option
  • Refactor the JS-binding API to improve stability, binding API are now consistent with cocos2d-x 3.13.
  • Optimize resource caching and loading mechanism
  • Refactored cc.Loader to support independent load queues and better progress information. Solved issue to repeated load an asset when there are circular dependencies. Solved issue that may cause callback to fire synchronously.
  • Upgrade spine runtime library, support 3.x version of the spine, fix the image mixed mode display problem, support triangle rendering commands

Downloads:
- Creator for Mac
- Creator for Windows

Resources:
- Read the documentation
- API Reference
- 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!

v1.3.0, v1.3.1 and v1.3.2 Full Changelog:

Editor

  • [Doc] Creator manual document has been open-sourced, the English version of the document is still lack of content updates compare to the Chinese version. Please join us for corrections, completion and translation at https://github.com/cocos-creator/creator-docs
  • [Installer] Windows installation package has added Visual Studio 2015 installation options
  • [Build] Add Android API Level selection menu to build panel, all available API Levels will be listed according to SDK directory the user specified. The resulting project will have all related API Level settings updated automatically.
  • [Build] Add command and option to build projects using the CLI.
  • [Build] Add Android Studio support for the binary template
  • [Build] Fixes the problem that the screens orientation setting in the build panel do not take effect when the game is launched the first time on Web platform
  • [Build] The keystore password for the android platform is now displayed in a masked password format
  • [Build] Fixed in the Mac system when the project has large amount of assets, there may be too many open files error reported problem
  • [Build] Fixed build error when plugin scripts are in the resources directory.
  • [Build] Fixed generated application name not correct when building Android Studio project issue.
  • [Build] When the engine path has space, the building process will give proper error message now.
  • [Build] Build to iOS platform projects now adds Xcode 8 support
  • [Assets] Add the function of automatic Atlas packaging, you need to create a AutoAtlas asset in the folder that stores seperated SpriteFrame assets. During building process the contents in the folder will be packed into an Atlas.
  • [Assets] Added a thumbnail icon display for the SpriteFrame resource in Atlas
  • [Assets] Optimized SpriteFrame asset in Atlas thumbnail icon generation logic, to solve process stuck problem when there are too many SpriteFrame assets indexed at the same time.
  • [Assets] Fixed the problem of repeatedly triggering compile operations when importing a large amount of scripts
  • [Assets] Add uuid search function to Assets panel, enter u: xxxxx to search assets with uuid
  • [Assets] In Assets panel, add a right-click menu Find Usages to filter the tree with only assets (scene, prefab and clip) that referenced the item clicked on.
  • [Assets] Provide more explicit description for importing custom asset errors
  • [Properties] Fixed a problem where the tooltip does not display on the array and object properties
  • [Properties] Fixed an error that cause reset node operation not taking effect.
  • [Properties] Fixed an issue where the error message and reset button were not displayed correctly when the attribute type and the bound data were not matched.
  • [Console] clear button will not clear compiler error now.
  • [Editor] Fixed a problem with Creator crashing on some Windows 10 system
  • [Editor] Fixed an issue that compile error messages may stay in console panel even when compile error is gone
  • [Editor] Fixed an issue where the undo command does not trigger a scene change when restoring a null-valued property
  • [Editor] Fixes the initial scene settings in the Project Settings panel does not take effect when running simulator
  • [Editor] Fixed undo / redo operation on windows may randomly failed issue.
  • [Editor] If plugin script contains ES6 syntax, add an error when building.
  • [Editor] Added the command line argument --mount to specify the external resource path. (You can use multiple --mount parameters to mount multiple paths, parameter values can be absolute path or relative to the relative path of the project). You can also use parameter --writable to specify whether allow saving the external resource changes.
  • [Editor] Use a new graphic processing library, to solve the problem process crash when importing oversized texture (8192x8192), and enhanced the image processing speed
  • [Editor] Fixed a bug that caused the build to fail when all the pictures in the project went into the AutoAtlas
  • [Editor] Fixed an issue where changes made to Sliced Sprite can not be previewed immediately in editor.
  • [Editor] Fixed a problem when closing a window by Cmd / Ctrl + Q would cause an error
  • [Editor] Adds the option to choose whether a plugin script should be packed into the build on the native or Web platform.
  • [Scene] Fixed an issue when saving a scene would cause the node's fold state to be reset in the Node Tree panel.
  • [Scene] Fixed a problem that after continuing to preview the particles for a while and then panning the scene view will cause the editor to work very slow.
  • [Prefab] Fixes various auto-sync Prefab display problems
  • [Prefab] Fixes nested auto-sync prefab will cause the scene unable to open issue.
  • [Dashboard] fixes when cancel the operation of `open other projects' will pop up error message issue.
  • [Node Tree] Fixes the problem of newly created node doesn't display highlight selection correctly.
  • [Node Library] Add newly added UI elements since v1.2

Engine

  • [Engine] cc.loader.release will now correctly remove the cache and its asset dependencies (such as texture, audio), while supporting the release of an assets array. Also add removeItem to remove only the cache and getDependsRecursively to get its own list of dependent assets (including itself).
  • [Engine] Fix the problem that on native platform 'setSiblingIndex' API may not work
  • [Engine] Fixed a bug in the mobile web platform that a forced landscape screen orientation might fail when first entering or switching scenes
  • [Engine] Fixed isScheduled in the Web platform always return false issue
  • [Engine] Fixed cc.loader.onProgress not callback correctly when sub-queue updates
  • [Engine] Fixed an issue where the acceleration parameters obtained by the Android platform might be the opposite of the actual one
  • [Engine] Fixed EventDispatcher binding error on native platform that can lead to random crash
  • [Engine] Limit the maximum number of concurrent downloader threads on all platforms, avoiding errors when loading too many resources at the same time
  • [Engine] Fixed a bug where the grayscale shader was not working
  • [Engine] Removed the warning of No need to release non-cached asset when loading the json asset with loadRes
  • [Engine] Fixed an issue where it was possible to send multiple requests to the web platform after merging the asset json
  • [Engine] systemEvent will now inherit EventTarget, and support to use cc.systemEvent.on / once / off to register or unregister system events. The needs to use the eventListener to monitor the keyboard and accelerometer events can now use on/off to register and unregister.
  • [Engine] Refactored cc.Loader to support independent load queues and better progress information. Solved issue to repeated load an asset when there are circular dependencies. Solved issue that may cause callback to fire synchronously.
  • [Engine] Loader provides a separate load task for each context, to solve the run-time JSON object can not be automatically released problem.
  • [Engine] Fixed an issue where the game was unable to respond to a click event while running the game on the Wechat desktop client
  • [Engine] Add touch-point timeout settings to solve the issue that in WeChat x5 core when slide your finger out of the screen multiple times will not trigger the touchcancel event, and cause the following touch interation failed. If you need to keep a stationary touch point for a long time, please manually modify the timeout setting TOUCH_TIMEOUT.
  • [JSB] refactor the JS-binding API to improve stability, binding API are now consistent with cocos2d-x 3.13.
  • [Audio] Upgrade sound engine to New AudioEngine, solve some of the sound compatibility issues in the previous versions
  • [Audio] Use cc.Loader to manage Audio memory, allowing the loader to completely release the Audio resource
  • [Audio] Fixed an issue where the AudioSource component will continue to play after switching scenes
  • [Action] fixes cc.flipX in the native platform will cause a crash

Components and modules

  • [DB] Adds the dragonBones component to support skeleton animation in DragonBones format
  • [Component] Add Slider component
  • [Component] Add the Toggle and ToggleGroup control components
  • [RichText] Added support for RichText components, using bbcode format tags, currently supports color, font size, bold, italic, image and click events
  • [PageView] Add PageView component
  • [TiledMap] Added support for ObjectGroup display
  • [TiledMap] Fixes the problem of undoing the deletion of a Tiledmap node will cause scene render incorrectly.
  • [TiledMap] Fixes a problem that using the tsx file in your tmx file may encounter render error issue.
  • [TiledMap] Fixes an error when you try to initialize the same TiledMap component with a different map resource
  • [TiledMap] Fixes the problem of seams between moving tiles in native engines
  • [TiledMap] Fixed a bug where the TiledLayer's setTileGID interface might have generated an error when passing insufficient parameters
  • [TiledMap] Fixes tile nodes acquired by cc.TiledLayer.getTileAt (), calling setVisible (false) in the canvas rendering mode reports error issue.
  • [Spine] Added 'premultipliedAlpha` to the Skeleton component to process the premultiplied image, which needs to be turned off when the transparent area of the image appears opaque. This option needs to be enabled when the translucent area of the image is darken.
  • [Spine] Upgrade spine runtime library, support 3.x version of the spine, fix the image premultiply mode display problem, support triangle rendering commands
  • [Button] Add Scale Transition, add button to resize button size to target node size
  • [Button] When the button interactable is set to false, if you do not set the corresponding disable state, will automatically use grayed out normal state sprite for disabled state.
  • [ScrollView] Change the mouse wheel operation of the desktop platform to more in line with the Windows operating system scrolling direction.
  • [Graphics] Fixed the problem of resetting the size of its own node when the user added the GGraphics component
  • [Graphics] Fixed a get / set warning for undefined properties
  • [Graphics] Fixes the need to call clear in the canvas twice to clear the contents of the painting
  • [Animation] Fixed an issue where the call to play was invalid in an animation event callback
  • [Animation] Fixes issue that playing animation from a specified frame, the animation events in previous frames will also be triggered.
  • [Collider] Fixed an issue where the node group property modified in onCollisionEnter could not be updated correctly
  • [Collider] Fixed an issue when new Circle Collider component was added to a node will cause error
  • [Widget] Fix CCWidgetManager will report error for _widget if the Scrollview size changes
  • [Widget] Fixed a bug in the Properties panel that the top andbottom checkboxes disappears
  • [EditBox] Fixes an issue that EditBox does not work properly on macOS 10.12 Sierra
  • [EditBox] Fixes a bug that instantiating this component in a prefab and then setting placeholder will cause error
  • [EditBox] Add setFocus, stayOnTop property, when stayOnTop is true, you can set tabIndex to control the Tab key focus behavior. When you use the EditBox in Wechat's iframe, you need to set the stayOnTop property to true
  • [EditBox] modifies the behavior of the maxLength attribute. When set to 0, it disables user input. When set to -1, it does not limit the maximum length of the input character
  • [Label] Fixes issue that when string is set empty with Resize Height overflow mode will cause line wrap not work anymore.
  • [Label] Fixes adding Label component when the node is in non-activated state will cause debounce function report error issue.
  • [Label] Fixes the problem that the LabelOutline component has a wrong color when used with a TTF font
  • [VideoPlayer] Add the META_LOADED,CLICKEDandREADY_TO_PLAY events. Now toggle visible pauses the video and disable video playing if the video control is not visible. At the same time, unified web and jsb video behaviors.
  • [Component] Add a lifecycle callback, resetInEditor, which is called only the first time a component is added (this method will not be called if the scene is reloaded). In addition, this method will be called in the component menu after the reset call.
  • [Component] Add parameters for cc.Component.EventHandler, currently only allowed to pass in a string parameter

Posts: 4

Participants: 3

Read full topic

Live Stream, Friday Dec 23 10am EST -?

$
0
0

@slackmoehrle wrote:

Friday Dec 23 10am EST - ??

I am going to host a live stream where I just make a game. What kind of game? I have had an idea for a liquid physics game for quite a while. Sort of a cross between Tetris, Hex, and Dr Mario.

I have some art already. Does anyone have a source for interesting music to fit this style game? I really like the music from Dr Mario.

Posts: 19

Participants: 7

Read full topic

Need your game play for GDC video! (Time sensitive)

$
0
0

@slackmoehrle wrote:

We are making a video for GDC that shows snippets from games made with Cocos2d-x.

If you have video footage of your game and would be ok with us showing a snippet of it at GDC please contact me asap. I need footage within the next 1-2 days.

Slackmoehrle@cocos2d-x.org

Posts: 21

Participants: 10

Read full topic

Cocos Creator v1.3.3 released!

$
0
0

@slackmoehrle wrote:

Cocos Creator 1.3.3 released!

We are excited to release version 1.3.3 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

This version offers an incredible performance increase for both Web and native platforms. There are 6 major features and numerous small changes in this version that will help Creator meet the needs of more and more types of projects! The following is the highlight of this update:

  • [AutoAtlas] Add options in AutoAtlas configuration to support exclude unreferenced files in current folder.
  • [Engine] Adds language codes for Turkish, Romanian, Bulgarian, Ukrainian to cc.sys.language
  • [Engine] Fix sound module error when compiling on iOS platform
  • [Engine] Fix bug when listening to accelerometer events
  • [Engine] Fixes the problem of using mixins cause native platform scripting errors
  • [ParticleSystem] Fixed when ParticleSystem loading textureUuid undefined, will lead to repeated loading cycle ParticleSystem problem
  • [RichText] Fix the errors in Safari when custom fonts property is empty
  • [RichText] Fixing using custom font on native platform does not display properly
  • [Label] Fixed using Resize Height mode in the editor will not trigger size-changed event correctly issue.
  • [Label] Fix the problem that .fnt files can not be preloaded with the scene
  • [EditBox] Fixed when EditBox finish editing, label display position is not correct issue.
  • [Mask] Add Image Stencil mode, you can specify a texture as a mask
  • [Builder] Fixed a bug that developers might have lost changes to the AndroidManifest.xml file when compile with the editor.​
  • [Builder] Fix keystore validity failed with keystore created by Builder panel
    ​- [Spine] Fixed crash bug casued by spine on native platforms

Important upgrade instructions

  • The Windows version now uses use a 64-bit architecture, there is no longer support for 32-bit Windows systems. The advantage is that the editor can deal with a large number of image resources and improve the efficiency by at least 5 times, but also to support the emerging image format Webp.

Highlight Features

Rich text support

With RichText in place, finally you can have a decent chat channel or battle log in your game! The new RichText component can automatically generate different styles of text based on the BBCode tags in the string. Currently supported tags include size, color, b, i, u, img and on, which are used to customize the font size, font color , Bold, Italic, Underline, Image, and Click events. With the help of rich text, you can easily use a small amount of UI elements with a specific string format of the incoming data to display a rich styles of text.

Dragon Bones skeleton animation support

Responding to the call of users, we have added Dragon Bones ( a very popular skeleton animation editing tool) support in this version. DragonBones component and Spine component works similar. You just need to create a node with DragonBones component, and drag exported DragonBones animation data and image data into the component then it's ready to be played in your scene. You can also customize the properties of the component such as default animation, playback speed and cycle times easily in editor.

Prefab automatic synchronization

The design of Prefab asset from the beginning is to allow users reuse the resources and elements in the project. But in previous version of Creator once a prefab is dragged into the scene, it will not be automatically synchronized when the prefab asset is updated. This behavior is corrected in the upcoming 1.3 version. When you create a Prefab asset, you can manually choose whether to auto update the Prefab instances in scene.

The figure above shows that the instances in the scene are automatically synchronized.

The figure above shows the default state when you create a new prefab, the instance of the Prefab does not automatically synchronize asset changes, which is the old behavior as previous version.

The addition of this little feature will make it easier to maintain a static scene, such as a main menu scene consists of multiple UI menu, each menu can be made Prefab and maintained by a specific person. The maintainer of a prefab can modify their prefab and save changes, other team members will see the updates in the scene as long as they get the prefab assets update. And the scene asset will not be changed at all during the process. This will greatly improving the efficiency of multiple collaborator working on the same scene!

Add UI controls: PageView, Toggle, ToggleGroup, Slider

To make our UI library even stronger, we add four new UI controls in this version: PageView, Toggle, ToggleGroup and Slider. These new family members will be used in a project importing process from Cocos Studio. Once we make sure there're no compatibility issues we will be able to import any Cocos Studio project into Creator.

With the addition of RichText and more UI controls, we can finally ensure that users can use Cocos Creator to achieve any desired 2D UI interface. Along side the multi-resolution adaptive UI system and highly integrated base renderer component Sprite and Label all since v1.0, Cocos Creator will give developer an great edge in the development of games with heavy UI content.

New AudioEngine

Refactored New AudioEngine is still called cc.audioEngine, but the internal implementation has been revamped, to solve the following problems:

  • Optimization of the preload process, once the load is completed you can immediately start to play the audio.
  • Added API to access to audio duration, and current playback position
  • Adds a callback method after the audio has finished playing
  • Optimize the audio playback on the Web platform, large-size audio will automatically switch to the Audio module to load, save memory overhead

After the refactory of the audio engine, there is no longer difference between music and effect playback implementation. Although we kept the old API and behavior, you can use the same interface for both types of audio.

Other important changes

  • Build projects with CLI command
  • Add ability to specify cross-project shared asset library with --mount CLI option
  • Refactor the JS-binding API to improve stability, binding API are now consistent with cocos2d-x 3.13.
  • Optimize resource caching and loading mechanism
  • Refactored cc.Loader to support independent load queues and better progress information. Solved issue to repeated load an asset when there are circular dependencies. Solved issue that may cause callback to fire synchronously.
  • Upgrade spine runtime library, support 3.x version of the spine, fix the image mixed mode display problem, support triangle rendering commands

Downloads:
- Creator for Mac
- Creator for Windows

Resources:
- Read the documentation
- API Reference
- 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!

v1.3.0, v1.3.1, v1.3.2, v1.3.3 full changelog:

Editor

  • [Doc] Creator manual document has been open-sourced, the English version of the document is still lack of content updates compare to the Chinese version. Please join us for corrections, completion and translation at https://github.com/cocos-creator/creator-docs
  • [Installer] Windows installation package has added Visual Studio 2015 installation options
  • [Build] Add Android API Level selection menu to build panel, all available API Levels will be listed according to SDK directory the user specified. The resulting project will have all related API Level settings updated automatically.
  • [Build] Add command and option to build projects using the CLI.
  • [Build] Add Android Studio support for the binary template
  • [Build] Fixes the problem that the screens orientation setting in the build panel do not take effect when the game is launched the first time on Web platform
  • [Build] The keystore password for the android platform is now displayed in a masked password format
  • [Build] Fixed in the Mac system when the project has large amount of assets, there may be too many open files error reported problem
  • [Build] Fixed build error when plugin scripts are in the resources directory.
  • [Build] Fixed generated application name not correct when building Android Studio project issue.
  • [Build] When the engine path has space, the building process will give proper error message now.
  • [Build] Build to iOS platform projects now adds Xcode 8 support
  • [Assets] Add the function of automatic Atlas packaging, you need to create a AutoAtlas asset in the folder that stores seperated SpriteFrame assets. During building process the contents in the folder will be packed into an Atlas.
  • [Assets] Added a thumbnail icon display for the SpriteFrame resource in Atlas
  • [Assets] Optimized SpriteFrame asset in Atlas thumbnail icon generation logic, to solve process stuck problem when there are too many SpriteFrame assets indexed at the same time.
  • [Assets] Fixed the problem of repeatedly triggering compile operations when importing a large amount of scripts
  • [Assets] Add uuid search function to Assets panel, enter u: xxxxx to search assets with uuid
  • [Assets] In Assets panel, add a right-click menu Find Usages to filter the tree with only assets (scene, prefab and clip) that referenced the item clicked on.
  • [Assets] Provide more explicit description for importing custom asset errors
  • [Properties] Fixed a problem where the tooltip does not display on the array and object properties
  • [Properties] Fixed an error that cause reset node operation not taking effect.
  • [Properties] Fixed an issue where the error message and reset button were not displayed correctly when the attribute type and the bound data were not matched.
  • [Console] clear button will not clear compiler error now.
  • [Editor] Fixed a problem with Creator crashing on some Windows 10 system
  • [Editor] Fixed an issue that compile error messages may stay in console panel even when compile error is gone
  • [Editor] Fixed an issue where the undo command does not trigger a scene change when restoring a null-valued property
  • [Editor] Fixes the initial scene settings in the Project Settings panel does not take effect when running simulator
  • [Editor] Fixed undo / redo operation on windows may randomly failed issue.
  • [Editor] If plugin script contains ES6 syntax, add an error when building.
  • [Editor] Added the command line argument --mount to specify the external resource path. (You can use multiple --mount parameters to mount multiple paths, parameter values can be absolute path or relative to the relative path of the project). You can also use parameter --writable to specify whether allow saving the external resource changes.
  • [Editor] Use a new graphic processing library, to solve the problem process crash when importing oversized texture (8192x8192), and enhanced the image processing speed
  • [Editor] Fixed a bug that caused the build to fail when all the pictures in the project went into the AutoAtlas
  • [Editor] Fixed an issue where changes made to Sliced Sprite can not be previewed immediately in editor.
  • [Editor] Fixed a problem when closing a window by Cmd / Ctrl + Q would cause an error
  • [Editor] Adds the option to choose whether a plugin script should be packed into the build on the native or Web platform.
  • [Scene] Fixed an issue when saving a scene would cause the node's fold state to be reset in the Node Tree panel.
  • [Scene] Fixed a problem that after continuing to preview the particles for a while and then panning the scene view will cause the editor to work very slow.
  • [Prefab] Fixes various auto-sync Prefab display problems
  • [Prefab] Fixes nested auto-sync prefab will cause the scene unable to open issue.
  • [Dashboard] fixes when cancel the operation of `open other projects' will pop up error message issue.
  • [Node Tree] Fixes the problem of newly created node doesn't display highlight selection correctly.
  • [Node Library] Add newly added UI elements since v1.2

Engine

  • [Engine] cc.loader.release will now correctly remove the cache and its asset dependencies (such as texture, audio), while supporting the release of an assets array. Also add removeItem to remove only the cache and getDependsRecursively to get its own list of dependent assets (including itself).
  • [Engine] Fix the problem that on native platform 'setSiblingIndex' API may not work
  • [Engine] Fixed a bug in the mobile web platform that a forced landscape screen orientation might fail when first entering or switching scenes
  • [Engine] Fixed isScheduled in the Web platform always return false issue
  • [Engine] Fixed cc.loader.onProgress not callback correctly when sub-queue updates
  • [Engine] Fixed an issue where the acceleration parameters obtained by the Android platform might be the opposite of the actual one
  • [Engine] Fixed EventDispatcher binding error on native platform that can lead to random crash
  • [Engine] Limit the maximum number of concurrent downloader threads on all platforms, avoiding errors when loading too many resources at the same time
  • [Engine] Fixed a bug where the grayscale shader was not working
  • [Engine] Removed the warning of No need to release non-cached asset when loading the json asset with loadRes
  • [Engine] Fixed an issue where it was possible to send multiple requests to the web platform after merging the asset json
  • [Engine] systemEvent will now inherit EventTarget, and support to use cc.systemEvent.on / once / off to register or unregister system events. The needs to use the eventListener to monitor the keyboard and accelerometer events can now use on/off to register and unregister.
  • [Engine] Refactored cc.Loader to support independent load queues and better progress information. Solved issue to repeated load an asset when there are circular dependencies. Solved issue that may cause callback to fire synchronously.
  • [Engine] Loader provides a separate load task for each context, to solve the run-time JSON object can not be automatically released problem.
  • [Engine] Fixed an issue where the game was unable to respond to a click event while running the game on the Wechat desktop client
  • [Engine] Add touch-point timeout settings to solve the issue that in WeChat x5 core when slide your finger out of the screen multiple times will not trigger the touchcancel event, and cause the following touch interation failed. If you need to keep a stationary touch point for a long time, please manually modify the timeout setting TOUCH_TIMEOUT.
  • [JSB] refactor the JS-binding API to improve stability, binding API are now consistent with cocos2d-x 3.13.
  • [Audio] Upgrade sound engine to New AudioEngine, solve some of the sound compatibility issues in the previous versions
  • [Audio] Use cc.Loader to manage Audio memory, allowing the loader to completely release the Audio resource
  • [Audio] Fixed an issue where the AudioSource component will continue to play after switching scenes
  • [Action] fixes cc.flipX in the native platform will cause a crash

Components and modules

  • [DB] Adds the dragonBones component to support skeleton animation in DragonBones format
  • [Component] Add Slider component
  • [Component] Add the Toggle and ToggleGroup control components
  • [RichText] Added support for RichText components, using bbcode format tags, currently supports color, font size, bold, italic, image and click events
  • [PageView] Add PageView component
  • [TiledMap] Added support for ObjectGroup display
  • [TiledMap] Fixes the problem of undoing the deletion of a Tiledmap node will cause scene render incorrectly.
  • [TiledMap] Fixes a problem that using the tsx file in your tmx file may encounter render error issue.
  • [TiledMap] Fixes an error when you try to initialize the same TiledMap component with a different map resource
  • [TiledMap] Fixes the problem of seams between moving tiles in native engines
  • [TiledMap] Fixed a bug where the TiledLayer's setTileGID interface might have generated an error when passing insufficient parameters
  • [TiledMap] Fixes tile nodes acquired by cc.TiledLayer.getTileAt (), calling setVisible (false) in the canvas rendering mode reports error issue.
  • [Spine] Added 'premultipliedAlpha` to the Skeleton component to process the premultiplied image, which needs to be turned off when the transparent area of the image appears opaque. This option needs to be enabled when the translucent area of the image is darken.
  • [Spine] Upgrade spine runtime library, support 3.x version of the spine, fix the image premultiply mode display problem, support triangle rendering commands
  • [Button] Add Scale Transition, add button to resize button size to target node size
  • [Button] When the button interactable is set to false, if you do not set the corresponding disable state, will automatically use grayed out normal state sprite for disabled state.
  • [ScrollView] Change the mouse wheel operation of the desktop platform to more in line with the Windows operating system scrolling direction.
  • [Graphics] Fixed the problem of resetting the size of its own node when the user added the GGraphics component
  • [Graphics] Fixed a get / set warning for undefined properties
  • [Graphics] Fixes the need to call clear in the canvas twice to clear the contents of the painting
  • [Animation] Fixed an issue where the call to play was invalid in an animation event callback
  • [Animation] Fixes issue that playing animation from a specified frame, the animation events in previous frames will also be triggered.
  • [Collider] Fixed an issue where the node group property modified in onCollisionEnter could not be updated correctly
  • [Collider] Fixed an issue when new Circle Collider component was added to a node will cause error
  • [Widget] Fix CCWidgetManager will report error for _widget if the Scrollview size changes
  • [Widget] Fixed a bug in the Properties panel that the top andbottom checkboxes disappears
  • [EditBox] Fixes an issue that EditBox does not work properly on macOS 10.12 Sierra
  • [EditBox] Fixes a bug that instantiating this component in a prefab and then setting placeholder will cause error
  • [EditBox] Add setFocus, stayOnTop property, when stayOnTop is true, you can set tabIndex to control the Tab key focus behavior. When you use the EditBox in Wechat's iframe, you need to set the stayOnTop property to true
  • [EditBox] modifies the behavior of the maxLength attribute. When set to 0, it disables user input. When set to -1, it does not limit the maximum length of the input character
  • [Label] Fixes issue that when string is set empty with Resize Height overflow mode will cause line wrap not work anymore.
  • [Label] Fixes adding Label component when the node is in non-activated state will cause debounce function report error issue.
  • [Label] Fixes the problem that the LabelOutline component has a wrong color when used with a TTF font
  • [VideoPlayer] Add the META_LOADED,CLICKEDandREADY_TO_PLAY events. Now toggle visible pauses the video and disable video playing if the video control is not visible. At the same time, unified web and jsb video behaviors.
  • [Component] Add a lifecycle callback, resetInEditor, which is called only the first time a component is added (this method will not be called if the scene is reloaded). In addition, this method will be called in the component menu after the reset call.
  • [Component] Add parameters for cc.Component.EventHandler, currently only allowed to pass in a string parameter

Posts: 13

Participants: 7

Read full topic

Viewing all 204 articles
Browse latest View live