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Cocos2d-x v3.14 released!

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@slackmoehrle wrote:

We are happy to announce the release of Cocos2d-x v3.14! Dare I say Cocos2d-x Pi? :slight_smile:

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

  • [NEW] Add Spine binary file format support
  • [NEW] Action: add a method to get the number of actions running in a given node with specific tag
  • [NEW] Action: new actions: ResizeBy and ResizeTo
  • [NEW] Button: can set title label
  • [NEW] Can disable multi touch on Android
  • [NEW] EventDispatcher: Add hasEventListener to check listener existance
  • [NEW] EditBox: add horizontal text alignment
  • [NEW] EventDispatcher: added hasEvent() to check if an event is added
  • [NEW] Sprite: support slice9 feature
  • [NEW] Slider: add methods to get _slidBallNormalRenderer
  • [NEW] Desktop: add a method to toggle between fullscreen and windowed
  • [NEW] Desktop: add events for window resize, focus and unfocus
  • [NEW] Mac: supports game controller
  • [NEW] JSB: add cc.sys.now() and perfromance.now(), the last one is more accurate
  • [NEW] Lua: add cc.vec3 functions: add, sub and dot
  • [NEW] Lua: use luajit 2.1.0-beta2
  • [NEW] Web: Add cc.CONCURRENCY_HTTP_REQUEST_COUNT to control max concurrent task count for XMLHttpRequest

Read the full release notes.
Download it today!

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Cocos2d-x 3.14.1 RC0 now available!

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@slackmoehrle wrote:

We are going to start offering more RC builds in hopes the community can help us test and flush out any issues before we ship.

Cocos2d-x v3.14.1 RC0: http://www.cocos2d-x.org/filedown/cocos2d-x-3.14.1rc0.zip

  • [FIX] May crash if using Scene::createWithPhysics() to create a scene and physics3d camera is not set
  • [FIX] May have link error because of glfw conflict on Linux
  • [FIX] Sprite: created from sprite frame with polygon information can not work correctly
  • [FIX] Lua: link error with VS2015
  • [FIX] Lua: compiling error if using cocos compile/run -p android --android-studio on Android

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GDC 2017 - we need your help!

Cocos Creator v1.4 released!

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@slackmoehrle wrote:

Cocos Creator 1.4.0 released!

We are excited to release version 1.4.0 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

Highlights

The most concerning issues and improvements from the community have been addressed, including:

  • Node instantiation performance enhancement
  • Spine and DragonBones animation supports mesh rendering
  • UI label enhancement, including LabelAtlas support, bitmap font batch rendering (batch with other sprites!), rich text strokes, etc.
  • Extension store is online, more editor extension interface is supported
  • Include a lot of hot update issue fix and interface improvements
  • Add third party library to handle audio soft decoding on android, to improve compatibility and performance
  • Added VS Code debugging web platform workflow support

Major Highlights

Performance optimization

Node instantiation is an essential operation in game development. Even if there are mechanics such as node pool to help reducing instantiation by looping the nodes, the efficiency of instantiation is also related to the waiting time when the scene is loaded and initialized.

In 1.4, we optimized the instantiation operation by precompiling the CCClass constructor to speed up the creation of Class; In the native platform we achieve more than 80% performance improvement, in other platforms the improvement is also more than 50%. In addition to the huge performance gains that can be enjoyed during runtime, this optimization also dramatically increases the speed of opening complex scenes in the editor.

Also for the Web platform, we also merged the cocos2d-x 3.14 version of the important optimization, including:

  • Reduce the depth of the call stack
  • Reduce the call stack depth of onEnter / onExit / cleanup
  • Reduce the memory usage of the ActionManager / Scheduler / EventManager
  • Reduce the use of Color memory
  • Optimize RenderCmd and SGNode construct performance
  • Reduce the updateProjectionUniform call
  • Optimize Vertex data calculation performance

Spine and DragonBones support mesh rendering

Using mesh rendering to enhance the animation has become increasingly common in Skeleton animations. In 1.4 version we upgrade Spine and DragonBones runtime library to the latest, now in the WebGL rendering mode and the native platform can display mesh perfectly.

It should be noted that since Spine and DragonBones are upgraded to the latest version of the runtime, the exported animation data also need to match the latest version of the Spine and DragonBones software. Canvas rendering mode does not support mesh.

UI label display enhancement, performance improvement

UI has a major performance improvement in that bitmap fonts can now participate in batch rendering with other bitmap font and sprites! The principle of bmfont batch rendering is the same as that of Sprite, which is to share the same texture and do not have something with different texture renders in between.

Now it's dreams come true to have only one draw call to draw the entire backpack UI. All you need is to put the bitmap font texture and other UI texture into a single Atlas, then in the WebGL and native environment Will be automatically batch rendering.

In the above figure we use the editor's own auto atlas function, the folder contains Sprite texture and bitmap font texture, once you build the project you can see the effect of batch rendering.

In addition, UI enhancements also include:

  • LabelAtlas supports as a new type of font asset, drag it directly to the Label component's font property will render the asset.
  • Greatly improved the stability of EditBox, fixed a number of platform compatibility issues.
  • Add stroke function to RichText using the <outline> tag
  • Support choosing targeting object for Widget

Extension store, new editor extension development workflow and API

Extension store is now online and can be accessed from within Cocos Creator editor. The first bunch of extensions are hand made by your loyal friends at Cocos development team. To be able to browse and download extension user will need to login with their Cocos developer account when editor launches.

With the release of 1.4 version, we also added two important editor extension system workflow:

  • You can include runtime components and assets in the extension package, which will be automatically loaded into the project database, allowing users to share control elements and other assets across multiple projects.
  • The extension can call the engine interface to access nodes, components, and other runtime scripts in the scene

These two new workflows make it easier for extensions to automate the management of scenes and assets and enhance the usability of editor extension systems in common game projects. Extension store is also open to developers who wish to publish their own packages.

In the future version, we will continue to improve the editor extension system interface.

Hot update issues fix, interface improvement

1.4 version is the first version of hot update system rework. In this stage we fixed main bugs and improve the hot update system interface to let developer customize their own behavior, the specific changes include:

  • (important) To completely isolate the temporary update folder and the local cache folder, to avoid the former failure of the latter, in the confirmation of the new version of the update is completed when the temporary update folder will be merged into the local cache folder (will not delete the old Of the local cache file)
  • (important) Binding Downloader file task interface (does not support data task)
  • (important) Compressed file decompression logic before the fileSuccess before the guarantee decompression is successful to be the correct file update
  • use the size field in the manifest to collect file size data, faster access to accurate byte-level progress
  • Fix Android breakpoint support and some special circumstances update bugs
  • API that supports the comparison between manifest: setVersionCompareHandle
  • Support after the download file check callback: setVerifyCallback
  • Support for setting the maximum number of concurrent files when setting up setMaxConcurrentTask
  • Protect the correct preservation of tempManifest, so that the progress of information can be stored correctly
  • After delaying the file request to the folder creation logic, make sure the path is normal
  • Read App Package internal manifest forced to clear search path, to avoid reading to the cache manifest

Follow-up we will combine the editor to further improve the hot update workflow, including the provision of plug-ins automatically generate manifest files, and support through the editor to define the resource package, multiple manifests can be selected updates, etc., so stay tuned.

increase audio soft decoding on Android to improve compatibility

As the audio decoding program and some Andrews chip is not compatible, in order to solve some of the Android system audio playback crash, we added two software decoding third-party library respectively, corresponding to mp3 and ogg format. The use of software decoding while improving the efficiency of playing the above format audio.

VS Code debug web version of the game

VS Code is Creator's preferred code editing tool, but before the debug version of the game can only use the built-in Chrome DevTools tool, debugging can not be real-time changes to the source code, the other browser debugging is also easy to take up too much resources to cause the card pause.

In the 1.4 version we added the VS Code debugging workflow, through the menu a key to configure debugging parameters, and improve the compiler script after the sourcemap generation logic to reduce errors. Now you can through VS Code on the web version of the game to conduct a complete debugging workflow!
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!

v1.4.0 full changelog:

  • [AutoAtlas] Now the SpriteFrames in auto atlas will have consistent UUID
  • [Preferences] Added the option 'Auto Trim' for SpriteFrame assets importing, so you can disable it and use all textures untrimmed.
  • [Engine] Optimizes the deserialization operation when the scene loads
  • [Extension] Adds the Editor.Scene.callSceneScript interface for calling the component script and accessing the scene node in package script
  • [Assets] Saving scene, animation and prefab assets in the editor will automatically trigger a backup for these assets to project's temp/BackupAssets directory, and through the right-click menu in the Explorer you can restore the backup version
  • [Widget] Adds target property, you can specify an indirect parent node (which can be the parent node of the parent node) as align target.
  • [Spine] Fixes the problem that the scene can not be opened when Spine data validation fails
  • [Extension] plugin can declare a runtime-scripts folder in which resources and script content can be accessed by the project
  • [Editor] Added a pop-up dialog when using a custom engine version that is not compatible with the current editor
  • [Scene] Optimize the scene panel task execution mechanism, to avoid simultaneous running multiple tasks causing conflict and possibility of data loss.
  • [Builder] Added specify version of Visual Studio options for windows platform building.
  • [Engine] Optimization of instantiate performance to improve the runtime efficiency of creating nodes and speed to open scene in editor
  • [Engine] Allows cc.loader.getRes and releaseRes to pass in type arguments
  • [Engine] Rename cc.loader.loadResAll to loadResDir, explicitly passing in the parameter is a folder url, increase the releaseResDir interface to release the entire folder of resources
  • [Editor] Updates the Node Library UI control icons
  • [Builder] Fix built Android Studio project has different icon than other platforms
  • [Engine] Fix Simulator will load non-native plugin script issues
  • [Preview] Adds a frame-by-frame button to the Web Platform Preview interface
  • [Editor] Fix deleting a component from a scene and deleting the corresponding script from the project will still report an error
  • [Widget] Add the updateAlignment API for manual refresh alignment
  • [Prefab] Fix Revert Prefab, Button's clickEvent target will become the missing state of the problem
  • [Debug] Now you can use VS Code to debug the web version of your project, you need to install the VS Code Debugger for Chrome extension and execute the Creator main menu VSCode Workflow -> Add Chrome Debug Setting
  • [Mask] New Image_Stencil mode, you can set a SpriteFrame to block or clip the child nodes
  • [Animation] Fixed the problem of mouse lock when dragging to modify the keyframe position
  • [Builder] Fix issue that when use command line to build, if the current working directory is in the project, will report error
  • [Editor] Fixed an issue where the editor could not be started on a Windows platform with locale setting other than English or Chinese
  • [Preview] Fixes the problem of switching the current scene within the editor will not update previewing scene.
  • [Scene] scene-script in extension packages can now load modules via window.require and can use this correctly to invoke member methods in the scene script
  • [Component] Fixed cc.Class property default attribute set as a constructor, the editor will be prompted to modify the global variable problem
  • [Builder] Fixes the problem of possibly using the wrong version of python when building a native project
  • [Builder] Build iOS and Android platform When you choose AnySDK, you can directly enter the AnySDK configuration parameters in the configuration panel
  • [Builder] Add --compile command line parameters to support the use of command-line compilation of native projects
  • [Preferences] in the General panel of Preferences add option to automatically set newly created prefab to 'auto sync'
  • [DragonBones] Added support for mesh rendering
  • [Editor] Fixed importing texture with non-ASCII character in path may result in error issue.
  • [Engine] Fixes the problem of compiling the AudioDecoder on the iOS platform
  • [Engine] Fixed an issue where SystemEvent could not be re-registered after switching scenes
  • [Engine] Fixed screen flicker issue on Xiaomi note and other models when running web game on x5 kernel browsers
  • [Build] Fixed sourcemap error when building release version
  • [Scene] Fixed gizmo unable to respond to drag issue after dragging UI elements from the Node Library to the scene editor
  • [Properties] Optimized the slider control of the step size setting, when type is integer set precision = 0
  • [ProjectSetting] Fixed a problem that the project settings data could not be saved
  • [Animation] Fixed Animation editor will pop up clip selection drop menu on wrong position issue.
  • [Preview] Fixed Chinese comments and log will not display correctly when debugging on Chrome
  • [Builder] Fixed using binary template to build android project may result in compilation failure issue.
  • [Builder] Add rendering mode option (WebGL, Canvas) for building on web platform
  • [RichText] Fixed using custom font on native platform will not display properly issue
  • [Engine] BitmapFont files can now be preloaded and auto released properly by scene asset setting.
  • [AutoAtlas] Support auto excluding textures that not referenced by any scene or prefab in current folder
  • [Editor] Fixed UMD script imported as a plug-in will cause error when loaded in editor
  • [Builder] When building release version, the compile js to jsc process will output log correctly to the native log file
  • [Engine] Prevents texture binding errors when loading resources using https
  • [Engine] Fixed the issue that loading a prefab with loadRes, If the asset is not finished loading, in the next engine update getRes will get the wrong prefab
  • [Engine] Fixed missing callback when the cc.loader.load request fails
  • [Engine] Fixed the problem of loading the same JSON resource repeatedly while loading Prefab
  • [Engine] cc.loader._cache now use asset url for indexing, for non-raw asset, if cannot find url in AssetLibrary then use uuid as the index
  • [Editor] Fixed "Step Value" setting in preference fail to take effect
  • [Engine] Separate logs and error messages in the engine scripts to an external file, release build will not include the log and error messages anymore, user need to manually go to the prompt url in message to find information.
  • [Engine] Avoid texture binding error under https protocol
  • [Spine] Upgrade Spine's JS runtime to version 3.x and support Mesh display
  • [Label] Support batch rendering BMfont and other sprites as long as their textures are under the same AutoAtlas configuration folder.
  • [Engine] Fixes a black border problem that may occur around an image when use Canvas rendering with dirty region optimization on.
  • [Engine] Reduces the size of the engine core package by about 80k by stripping the error log information from the release version, and by reducing the editor-specific code
  • [DragonBones] Fixed blendMode not correct when play an animation more than one time issue.
  • [Editor] Switch off Chromium Kernel GPU blacklist, try to fix WebGL compatibility issues on some GPU that emerged after implementing newer version of Electron.
  • [Loader] Fixed cc.loader.loadRes Loaded atlas will cause all spriteFrame references return the same instance issue
  • [Animation] Fix Animation Editor In many cases it is not possible to save animations correctly issue
  • [Widget] Fixed when the node scale is 0, the width will become infinite error
  • [PageView] Fix PageView When dragging to the last page, if you continue to drag over the threshold it will scroll to the first page issue
  • [Editor] Fixed an error in the editor when creating an asset with 'txt' file extension
  • [Builder] The build process now displays more detailed log information
  • [Builder] Add an option when build to Web platform to merge all assets' JSON to initial scene, will significantly decrease requests count when the game is launched.
  • [Editor] Fixed a bug where the Properties view will quickly switch over and the selections will not be emptied after switching layouts
  • [Label] Added a new font asset type LabelAtlas, it works similar to the LabelAtlas in cocos2d-x engine API
  • [Editor] Add specific reference location information for missing asset with uuid error report
  • [Prefab] Fixed an issue where two nodes were associated with the same asset uuid when replicating a child node in Prefab
  • [Simulator] Simulator menu add option to set whether to display FPS
  • [Sourcemap] Fixed problems with sourcemap when using Chrome to debug scripts
  • [Animation] Fixed when exit animation edit mode, a save confirm dialog will pop up twice issue.
  • [DragonBones] Fixed DragonBones component event listener missing after modifying the armatureName attribute issue
  • [Editor] Fixed when compiling takes long it's likely to show "worker timed out` error
  • [Spine] Fixes an error when using the SGSkeleton.getBoundingBox method
  • [Editor] Detailed script reference location information is now provided when the component script is lost in the scene
  • [Builder] Fix in Xcode set to release will cause compiler error
  • [Engine] Update the glfw library used when building Mac desktop applications, to fix Canvas component set both Fit Height and Fit Width to true will not get the correct display issue
  • [Engine] Fixed an issue where the EVENT_GAME_INITED event fires the engine was not initialized, causing the call tocc.loader.loadRes to fail
  • [Spine] Fix the problem that the event mechanism does not work properly after upgrading Spine runtime
  • [Spine] Fix an issue where the event listener registered by the Spine component after replacing the skeletonData property is lost
  • [Engine] Fix JSB environment XMLHttpRequest does not correctly return error to JS callback, only prompts problem at native level
  • [Scene] Fixed the issue saving a scene will get 'Error: Path must be a string. Received null' error
  • [Label] Fixed when overflow is set to SHRINK, switch the scene with script will lead to infinite loop issue
  • [Component] If CCClass subclass method and the parent class properties have name conflicts, a correct error will be reported
  • [Prefab] After renaming the Prefab asset, the instantiated node name will now change as well
  • [Prefab] Nesting prefabs will cause a warning to pop up that only the top-level prefab will be saved, and if any of the nodes in Prefab are selected, the name of the prefab will be displayed in the header of the Properties panel.
  • [Doc] Improve document navigation, add collapsible left navigation, add manual search, add some of the API documentation needed for editor extensions
  • [Store] Add Extension Store, access via main menu 'Packages/Extension Store', you need to log in with your Cocos developer account to use.
  • [DragonBones] Fixed display error when re-entering a scene containing DragonBones component if the auto release option is checked.
  • [Toggle] Fix Toggle component does not send a callback to Component.EventHandler when calling check and uncheck functions
  • [RichText] Add stroke support via the tag <outline color = xxx width = xxx>, the outline tag also supports the click event
  • [Spine] Upgrade Spine runtime in C ++ engine to 3.5.35, in consistent with JS engine
  • [Assets] Fix asset-db: query-assets given an error during build-time
  • [DragonBones] Fixed timeScale property of the component does not take effect in native platform
  • [ScrollView] Fixed when ScrollBar size is not consistent with scrollview will display wrong size issue.
  • [Loader] Fixed under some circumstances Raw asset type is not correctly set up issue, also for url with parameter, the resource id should be the original url, should not modify the raw string
  • [Assets] The renderer process of AssetDB module adds the interface createOrSave to create the asset if the asset path does not exist, otherwise update the asset.
  • [ProjectSettings] Add the Canvas default resolution and fit screen policy settings in the project settings
  • [CodeEditor] Fixed in the built-in code editor press Ctrl + Z, the main window will also receive the keyboard event issue
  • [Graphics] Fixed native painting curve may lead to the crash issue
  • [Properties] Fixed clicking on component header option button (gear icon) will also collapse component issue.
  • [DragonBones] Fixed dragonBones.CCSlot logic error that may cause sprite animation failed to display issue.
  • [Engine] Fixed cc.instantiate will brought in t1 global variable issue.
  • [Engine] Fixed Action not correctly referenced in new memory model that may cause action object destroyed during garbage collection.
  • [AnySDK] Added built-in AnySDK client
  • [Engine] in the native platform to use the new software audio decoder library to solve some of the crash issue on cpu's when decoding mp3 and ogg audio
  • [Engine] Fixed a large number of problems in AssetManagerEx hot update process
  • [Engine] Fixed sprite rotate to a certain angle with bounding box outside of viewport will cause the sprite to be culled issue.
  • [Engine] Fixed Meizu system browser can not launch game with WebGL mode problem
  • [Engine] Fixed nested masks with invert option can cause display errors
  • [TiledMap] Fixed an issue where the order of nodes in the map might be lost when reopening the scene
  • [Preference] Add "Remove" button to the external script editor selection menu
  • [Build] Fixed in build panel checking APP ABI does not take effect issue
  • [Preference] Fixed when custom C++ engine path does not contains a valid simulator folder user cannot re-select 'use builtin engine' option issue.

  • [Engine] Merge cocos2d-x v3.14 web version optimization, including:

    • Reduced call stack depth of visit
    • Reduce the call stack depth of onEnter / onExit / cleanup
    • Lower the memory usage of the ActionManager / Scheduler / EventManager
    • Reduce the use of Color memory
    • Optimize RenderCmd and SGNode construction performance
    • Reduces the call to updateProjectionUniform
    • Optimize Vertex data calculation performance
  • [Engine] fixes a number of hot update issues, including:
    • (important) to completely isolate the temporary update folder and local cache folder to avoid contamination of the latter when update failure occurs. It will only be merged into the local cache folder (does not remove the old Of the local cache file) when new version of the update is completed.
    • (important) binding Downloader file task interface (does not support data task)
    • (important) decompression logic of the compressed file moved before the fileSuccess, to ensure the successful decompression for correct file update
    • Use the size field in the manifest to collect the file size data and get the accurate byte-level progress faster
    • Fix Android continue from breakpoint support and some other bug fixes in some special cases
    • APIs that support comparison between manifests: setVersionCompareHandle
    • Support the verification callback of downloaded file with: setVerifyCallback
    • setMaxConcurrentTask to support setting maximum number of concurrent files when updating
    • Ensure that tempManifest is saved correctly so that progress information can be stored correctly
    • Delaying file request to after the creation of folder before , to ensure that the path is always valid
    • When reading the App Package internal manifest, force clearing search path to avoid reading the cached manifest
  • [Engine] Fixed an issue where the mp4 video file could be loaded as an audio clip error
  • [Engine] Fixed an error when destroying nodes with Missing Script components
  • [Prefab] Fixed problems with prefab that does not auto-refresh at runtime to trigger resource loading
  • [Loader] Fixed cc.loader._getReferenceKey error interface, to prevent the error that can not automatically release assets
  • [Loader] Fixed the problem of duplicate entry in LoadingItem.dependKeys
  • [Preview] Fixes the problem that the scene name is wrong when the scene is recompiled
  • [Editor] Fixed an issue that the script file imported as a plugin does not support spaces in path
  • [Animation] Fixed an issue cause animation save failed after modifying the animation asset
  • [Spine] Fixed an event where setStartListener could only listen to track 0
  • [EditBox] Fixed a problem where the text entered in landscape mode can not be displayed
  • [Label] Fixed bug BMFont cause error when scene delay loading is enabled
  • [Label] Fixed the issue that different BMFont on native platform may use the same texture in some cases
  • [Label] Fixed when change opacity property on system font and TTF will re-generated texture issue to improve performance
  • [Label] Fixed the use of dynamic loading system fonts to set ttf, font size will change issue
  • [Audio] Fixed an issue where the sound volume on the iOS platform could cause audio to be uncontrolled
  • [Audio] Fixed an issue where the number of requests could increase as audio asset load
  • [ParticleSystem] Fixed when a particle is loaded more than once, a warning of asset has been cleared will be reported.
  • [Spine] Fixed when animation has finished playing, the render will not stay as the last frame issue.
  • [VideoPlayer] Fixed a crash issue that may occur when you play online video on your native platform
  • [Spine] Fixed an issue where SkeletonBatch could access illegal memory causing crash
  • [Editor] Add sourcemap to coffeescript compiling, fix error when creating new coffeescript asset
  • [Editor] Fixed a problem where login information could not be promptly re-logged after expiration
  • [EditBox] Fix the problem that the placeholder text can not be displayed on the web page
  • [Engine] Fixed an issue where cc.Color was rendered incorrectly when set to red
  • [Assets] Fixed an issue where the editor displayed an error while holding down the Shift to multi-select asset
  • [ParticleSystem] Fixed a problem with a particle component that does not automatically load the .png file of the particle asset after loading
  • [Properties] add support for the cc.Rect type
  • [Build] Fixed issue that close the build window and then re-open during build process will cause error
  • [Assets] Fixes an issue that does not trigger automatic compilation when starting a project with externally modified scripts
  • [ProjectSetting] Adds the option to set the simulator resolution for project
  • [Spine] spine event callback parameter trackIndex changes to trackEntry object. The spine event mechanism is changed in version 3.5, for more information: http://zh.esotericsoftware.com/spine-api-reference#AnimationStateListener1
  • [Spine] Add the findAnimation interface
  • [Action] Fixed a problem where the node transformation could not be updated correctly when calling Action
  • [Engine] Fixed a problem where Prefab might fail to load
  • [Engine] Fixed a problem with a callback error caused by a callback error when loading audio in dom mode
  • [ProjectSetting] Fixed a bug where the Preview Run tab page not display correctly, fixed engine module setup could not be saved issue.
  • [JSB] Fixed some of the conversion function may be passed into the null pointer to cause a crash problem
  • [Animation] Fixed a problem where the parent node and the child node have animated components and clips, and the child node does not display the clip correctly.
  • [Animation] Fixed a bug when click on the blue line between nodes will cause a subsequent click event
  • [Console] When compiling fails, a more detailed error message is displayed that includes the error column
  • [Engine] color.fromHEX interface supports incoming rgb data

Posts: 37

Participants: 19

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Welcome back @slackmoehrle

Poll: Visual Studio support?

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@slackmoehrle wrote:

  1. Remove VS2013 support, just support VS2015. 2015 is more friendly with c++11, reduces testing time and some 3rd party libraries don’t have to provide dll for VS2013 and VS2015, which means smaller releasing package size
  • Remove 2013, keep 2015
  • No, I still need 2013.
  • Remove 2013 and 2015, just supporting 2017
  • I don’t care about this.

0 voters

It seems users in China just want 2017 mostly: http://forum.cocos.com/t/vs2013/36623

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Cocos Creator v1.6.2 is released!

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@slackmoehrle wrote:

Cocos Creator 1.6.2 released!

Get it here: OS X or Windows

What Is Different

Major Highlights

  • Building for Web platform, the md5 embedded in file name feature now supports all script files
  • Added option for integrating AnySDK library for either AppStore or jailbreak channel
  • Fixed a lot of native memory leaks
  • Enhance browser compatibility on the Web platform

Specific Details

Editor
  • [Build] When building the Web platform, if you enable md5Cache, all the resources and script file name will have md5 info embedded.
  • [Build] When compiling jsc for native platform, keeps line number in jsc for debugging. Also added js file backup for debug version.
  • [Build] Fix problems with Android Studio debugging failure.
  • [Build] Added option for integrating AnySDK library for either AppStore or jailbreak channel
  • [Build] Fixed on Windows md5Cache option not working when project folder and Creator program is not in the same disk partition.
  • [TypeScript] Fixed 1.6.1 Warning when creating a TypeScript script
  • [TypeScript] Fixed errors that occurs when defining Class’s getter in TypeScript
  • [Properties] Fixed script preview error “can not set property ‘innerHTML’ of null”
  • [Properties] improves the fault handling when the attribute type is failed to find
  • [Preview] Fixed stuck issue when eruda is enabled and printing log.
Engine
  • [JSB] Fixed Spidermonkey v52 frequent switching scenes will not take the initiative GC problem
  • [JSB] support the use of Firefox remote debugger for JSB debugging.
  • [JSB] Fixed scheduleOnce causing memory leak problem
  • [JSB] Fixed Cocos2dxActivity is re-created which causes crash if launching app first time and re-opening from icon
  • [Engine] Fixed WebSocket may crash when there’s no js delegate issue.
  • [Engine] Fixed JS_EncodeStringToUTF8 may cause problems with memory leaks
  • [Engine] Fixed cc.game.restart can not destroy the persistRootNodes problem.
  • [Engine] Fixed Android QQ misjudge cc.sys.browserType issue.
  • [Engine] Fixed Android Opera misjudge cc.sys.browserType issue.
  • [Engine] Fixed the nodes under the Mask may cause click detection failed when works together with Camera.
  • [Engine] Fixed bug that Texture2D.url can not be fetched on native platform
  • [Engine] [iOS] Default audio session mode should be set to AVAudioSessionCategoryAmbient
  • [Engine] Adjust the execution order of requestAnimationFrame to mainLoop before avoiding the operation of setFrameRate -> cancelAnimationFrame.
  • [Action] Fix nested sequence with repeat being considered as reversed issue
  • [iOS] Fixed an issue where the iOS resolution was incorrect due to the launch image setting error
  • [Audio] Fixing a user to log off an event can affect the issue of internal event monitoring.
Components
  • [Camera] Fix bug that affects the coordinates in global event parameters
  • [RichText] Add the handleTouchEvent property to cancel this property to avoid the RichText blocking event
  • [RichText] After the event is being monitored, the event is no longer distributed to the parent node
  • [RichText] Fixed bug with RichText size of 0
  • [EditBox] Fixed EditBox placeHolder text Color setting may not take effect on native platform issue.
  • [EditBox] Fixed EditorBox Enter after responding 2 times editBoxEditingReturn event (Windows platform)
  • [EditBox] Fixed FireFox browser The EditorBox type is Number that can not get the focus
  • [WebView] Fixed Webview loaded web page after playing music, switching the scene will continue to play the problem
  • [Layout] Fix Layout conflicts with Widget, resulting in an unlimited increase in Layout size
  • [Widget] repair RichText by Widget role may cause the editor to report the problem
  • [Mask] Fixes the problem that the mask rectangle type position does not match the display
  • [ScrollView] Added the scroll began and scroll ended events
  • [DragonBones] Fix DragonBones objects in native platform memory does not release the problem
  • [Tiledmap] Fix tilemap culling incorrectly

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Help us with Android project setup

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@slackmoehrle wrote:

Hi All,

It seems to me that our Android tool chain might be suffering and therefor not easy for users.

  1. I know that as of some SDK release the command-line app android no longer exists. This makes part of our install instructions wrong and also means you can’t run cocos compile -p android, IIRC.

  2. Android Studio seems to be the new tool pushed for Android development, but I am not very familiar with it. Some recent topics help layout how to get started.

Can anyone afford the time to write something up about what works, what doesn’t and what the fixes need to be? Perhaps we can use this as a way to guide what we need to fix but also I can update our Android docs so new users are not suffering so much.

Edit: what I mean is write up your thoughts on what works and what issues you run into.

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Getting to know our users. (Bonus: Live Stream)

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@slackmoehrle wrote:

Hello All,

I need to make a presentation soon and I need help with data. It would be helpful if I could get to know you all better. Please complete this: https://goo.gl/forms/HnlYt3zqYpMyVBz92

There are over 30,000 users on these forums. If I can get over 100 responses (legit responses, :slight_smile: ) I will spend one of my mornings doing a live stream taking Q and A from you all, whatever comes up.

Survey time!

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Tagging the Engineering Team

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@slackmoehrle wrote:

Hi Everyone,

Please refrain from tagging the engineering team directly! It is nice to know who they are, but they have to stay focused on product releases. Tagging random engineers is not productive. If it is not their responsibility they wont answer.

  1. If your problem is urgent, tag me, I can put it in front of the correct person.

  2. If you can not deploy because of an issue e-mail me! My phone will buzz and I will know you need something.

  3. If you have something you want to talk about, e-mail me as well. Sometimes these forums are not always productive for on-going talk about issues.

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Forum Maintenance November 23, 2017

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@slackmoehrle wrote:

Hello Everyone,

Thursday is Thanksgiving day in the U.S. I am going to take this opportunity to do some extensive forum maintenance. The forums will be down most of the day. I apologize for the inconvenience, but we need to add more disk space and to do so requires us to move our Digital Ocean instance to a region that supports it.

If you need anything, e-mail me. Questions or concerns, drop them below.

Best,
Slackmoehrle

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Slackmoehrle is in China with the team - Updated 11/26/2017

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@slackmoehrle wrote:

Hello Everybody,

I wanted to share with you all that I am in China working with our teams in Xiamen, Fujian. I will be here for about 5 more weeks. Although my flights were incredibly long, about 27 hours total in travel, I arrived in Xiamen excited and ready to meet the team. Even though I have communicated with some of my co-workers for years, I had not yet met them face to face.

Interesting facts

Xiamen is an island! I hadn’t entirely realized this prior to being here.

There is more technology here than most places I can think of. Everything is driven by technology, from hotel doors, elevators, room lights, accessing almost any aspect of daily life can be accessed from your phone here.

Bikes are everywhere! You pick a bike, scan it with your phone and ride it where ever you please. The cost is $1rmb per hour. This is almost free! When you are finished, park it where ever you wish. I mean this, literally anywhere. On my daily walk to and from the office there are bikes everywhere.

WeChat powers most everything. I can order a taxi, food, movie tickets, anything and pay for it from my phone. Businesses put out promotions from WeChat and it is very easy to always get a good deal on what you are buying. Nobody carries paper money or a debit/bank card. Being a tourist is probably the only reason to have paper money.

Food here is amazing Everything is fresh and flavorful. I have to wonder what I will eat when I get back home. American food seems boring and bland now.

Locals are super friendly Xiamen has tourists, but not many compared to other cities in China. I stick out amongst them. They are very friendly and want pictures.

What am I doing here?

We listen when our community speaks. Walzer and his team thought it was important for me to come spend time here so I can provide input on the Western market. It is important to our success that we listen to feedback from everyone and make the best decisions that we know how.

What will come out of my time here?

  • New and improved documentation in English and Chinese. This task has been deployed live already. More documentation will be added.

  • Introduce you all to members of our China team. Who they are and what they do.

  • Help provide your feedback on Cocos2d-x and Cocos Creator and the features that are asked for.

  • I will learn Cocos Creator in greater detail so I can help answer more most of the questions that are asked.

  • Learn more Chinese so communication between teams is smoother.

@walzer has a big vision for the future. Listening to him talk, it is inspiring. I agree that as he forges ahead there will be great things coming to this community. Stay tuned!

I will be adding more posts in this series, watch out for them!

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Cocos Creator 1.7.0 released!

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@slackmoehrle wrote:

Cocos Creator 1.7.0 released!

Creator 1.7.0 brings a lot of changes! We hope you enjoy using this release.

Performance Improvements

  • [Engine] JSB 2.0 officially launched, greatly optimizing the native platform operating efficiency. Support debugging, if you use manual bindings, be sure to bind the code to be upgraded. For more information, read the [JSB Binding and Debugging Tutorials] (https://github.com/cocos-creator/cocos2d-x-lite/blob/develop/cocos/scripting/js-bindings/docs/JSB2.0-learning-en.md)
  • [Engine] Separate culling and transform calculation steps to improve performance
  • [Engine] Fixed bug where the width of the rung would change to 0 after adding the Camera component to the node
  • [Animation] Optimize animation components
  • [Engine] Optimize native platform camera cropping performance

What Is Different

  • [Editor] The plug-in script “Allow Editor Load” is disabled, the internal display is not checked
  • [Build] iPhone X Screen Resolution Support
  • [Build] Projects can now exclude un-needed modules for native engine projects. (Project Settings -> Module Config)
  • [Build] Allow native scripts to disable script encryption (support choose whether encrypt js files in builder panel)
  • [ProjectSettings] Add CocosAnalytics to the Services tab.
  • [ProjectSettings] Increase data validation when saving project settings
  • [TypeScript] Upgrade the TypeScript compiler to 2.4.2
  • [Editor] Improve the template of the new script
  • [Editor] Optimize Explorer file sorting
  • [Editor] Explorer to create a new node immediately change the file name state
  • [Console] supports setting line height and font size to change log display
  • [Engine] Give detailed hints when a user has erroneously released a resource that may still be used
  • [Engine] Support mouse event bubbling
  • [Engine] Support and WebView interoperability
  • [Engine] supports dynamic modification of cc.macro.ENABLE_CULLING
  • [Engine] Provides the native platform RenderTexture’s saveToFile interface

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!

Full release notes

Known Issues

  • The JavaScript API binding for the native platform OpenGL was removed and 1.7.1 will be added back

Code Refactoring

  • [Build] Compile jsc with the new encryption algorithm and adapt to the new binding layer interface
  • [Engine] remove the currently used particle draw mode
  • [Engine] Remove cc._drawingUtil, cc.DrawingPrimitiveCanvas, cc.DrawingPrimitiveWebGL, and cc.DrawNode from the core package
  • [Engine] Texture2D API changes prepared for new renderer
    • Add Texture2D.Filter and Texture2D.PixelFormat to replace some constants
    • Use width and height to replace pixelWidth / pixelHeight and contentSize
    • Expose loaded, width, height directly
    • Removed getName, generateMipmap, stringForFormat, bitsPerPixelForFormat
    • Removed Texture2D :: initWithImage, TextureCache :: addUIImage
    • Add update to support setting texture parameters (wrap, filter, premultiplyAlpha, mipmap)
    • Deprecated getPixelWidth, getPixelHeight, getContentSize, getContentSizeInPixels, isLoaded,
    • setTexParameters, setAntiAliasTexParameters, setAliasTexParameters
  • [Engine] Add separate macro to control texture shrink in tiled map
    • Avoid minFilter & magFilter inconsistency
    • Add CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL_TMX to control texture shrink in tiled map
    • Remove premultiply alpha setting by png file detection

Breaking changes

  • [Editor] Move Panel.profiles to Package.profiles, plug-in files no longer set sub-panel files
  • [Build] Package Android project requires Android Studio to upgrade to 3.0 and update Platform-Tools to 26.0.2
  • [Engine] remove cc._logToWebPage and cc._logList these two interfaces into internal implementation
  • [Engine] Remove cc. $, Cc.TextureAtlas module

Deprecated

  • [Engine] Discard Texture2D.getName API, use Texture2D._glID instead
  • [Engine] Obsolete cc.inputManager module, switch to cc.systemEvent

Bug Fixes

  • [Editor] fix not find marked module error
  • [Editor] Fixed part of the Windows emulator can not find the DLL problem
  • [Build] bug fix build build-template custom template file failed to add md5 bug
  • [Build] bug fixes will be reported when there is a TypeScript script in the resources directory
  • [Build] Fix binary template Use VS debug mode compiler error
  • [Engine] Fixed the issue of using grayscale in webgl mode to lose transparency
  • [Engine] fix sometime will play twice the audio on WKWebView when requires User Exception is false
  • [Engine] Fixed an issue that caused a thermal update failure if the target path contained Chinese in a hot update
  • [Engine] Stop bail out iOS UIWebView for webgl for iOS 9.
  • [Slider] Fix CCSlider’s slide API does not work correctly
  • [Engine] Fixed bug where multiple events will be registered repeatedly when the same event is registered with once
  • [RichText] Fixed a crash with RichText using custom TTF fonts
  • [EditBox] Fixed problem where calling setText method on Android may cause crashes
  • [EditBox] Fix EditBox pops up a virtual keyboard on the phone, click on a blank space, it will respond to other control problems
  • [Properties] Fixed an issue where you could not edit component properties when adding more than 10 components on one node
  • [Engine] Fixed issue where assert could be triggered when native platform WebSocket instance was GC
  • [Engine] Fixed bug where Node.removeFromParent could cause a memory leak
  • [Dashboard] Fixed a bug that prevented it from being copied and pasted on the Dashboard
  • [Engine] Fixed bug that native platform loading map might get stuck
  • [Engine] Fix bug related to DragonBones snooping event
  • [Engine] Fix the mouse event to dispatch related bugs
  • [Engine] Fixed PageView sorting disorder
  • [Physics] Fix testAABB related bugs
  • [Engine] Fix Sometimes there is no texture bound to the unit 0 error reported bug
  • [Engine] Fixed TiledMap occasionally sewn bugs (in special cases, it is necessary to manually set cc.macro.ENABLE_WEBGL_ANTIALIAS to false to be completely avoided)
  • [Engine] Fix the native platform xhr.send for errors

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Welcome to the Cocos office!

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@slackmoehrle wrote:

Welcome to the office!

The office here feels very homely. Everyone here is part of one big family. Employees eat breakfast together, have lunch together and connect with each other on a deep level. This leads to the utmost in productivity. If I have a question about the Cocos Creator roadmap, I WeChat the person in charge or just stick my head over my cube and talk with them.

Teams collaborate frequently, such as on renderer architecture and design:

Hard work leads to moments of relaxation. Today several employees celebrated their birthday with cake!

Having a meeting or conversation over tea is always enjoyable. Tea tables are a staple in every Chinese household and in many offices.

You can even read a book over tea:

Camaraderie amongst employees is very apparent. Everyone is proud of the work that goes on here.

After a day at the office, within just a few minutes walk you can end up at the beach to relax:
baicheng-beach

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Happy 7th Birthday Cocos2d-x!

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@slackmoehrle wrote:

7 years ago today, December 1, 2010, @walzer started Cocos2d-x.

To our Cocos users, partners, and contributors:

Today is a very special day. Seven years ago, we released the first version of Cocos2d-x on December 1, 2010. Today we are fortunate to have received a pre-A round of funding that brings the valuation of our engine to 10’s of millions of dollars. Xiamen Yaji Software, the company behind cocos, is spin-off from Chukong Technologies for further growth. This is all inextricably linked with your long-standing support and trust of our company and it’s products.

First, I want to sincerely thank all of our engine users, new and old, including our friends who used it, loved it or hated it, criticize it or contribute to it. We have reached 100 million registered developers by the end of this November. It is you, the developer, who has helped bring tens of thousands of exciting games to the world and created more than a billion dollars of industry value. Today the Cocos engine has 45% market share in China as #1, and 18% market share globally as #2 at mobile engine area.

Second, I want to thank all of our partners. Tencent QQ space, QQ browser, QQ games lobby, Facebook, Qualcomm, Google, Microsoft, ARM, Intel, Huawei, Samsung, Migu and China Mobile. Thanks to these giants, Cocos can stand in an international arena, these successful experiences have given Cocos the chance to dance with world-class companies.

Third, thank you to the investors who fully supported the growth of Cocos engine’s technology. A thank you to Haozhi Chen, Qualcomm, Gungho and the board of Chukong Technology for being firmly committed to the Cocos engine . I haven’t always been a CEO. It is with their help that I was cultivated from a programmer to this challenging leadership role. Thank you to the SAIF Fund for its trust, this round of financing is an important milestone in Cocos engine’s re-recognition in the capital markets. The engine team will use this investment correctly, to attract more top employees, raise the engine technology to the next level, offer more stable versions, faster iterations, better user experiences and higher quality services to our users. We believe that, only when once our users get a satisfied service, then can our investors receive a satisfactory profit.

Fourth, I would like to thank those people who has helped with the Cocos projects. Starting with everyone who has fought for our existence, colleagues who contributed code and documentation to Cocos, the authors and publishers who published tutorials and books, and friends who used to be active in forums to answer questions. The saying: “it takes a village” applies to our growth.

Compared with the predecessors of the game engine industry, Cocos is still quite young. The game engine industry’s pioneering companies have been crucial to our growth and success:

  • Unity at age 12, thank you for defining the industry standard for all-in-one editors and benchmarking for game engine companies in business exploration.

  • Unreal at age 19, thank you for your open source projects. They let us learn a variety of advanced design ideas of the most powerful 3D engine in the universe.

  • Egret engine in China, thank you for developing and educating the HTML5 game engine market, the Egret editor competition also spurred us to update Cocos Creator and make Cocos enter a new round of rapid development.

  • Laya engine, in China, thank you for sharing with us a lot of engine performance improvements.

In 2018, Cocos will release Cocos Creator 2.0 and Cocos2d-x 4.0 major releases. Creator 2.0 will apply some of the latest advances in 3D technology. In particular, the refactored new renderer will greatly enhance both performance and advanced features of our Engine 2D, exceeding Pixi’s in-house developed test data. It will also achieve the world’s highest performance for the HTML5 game engine. Native renderers for C ++ are also updated, and the renderers for Cocos2d-x v4.0 will stay in sync. The first version of Creator 3D will be proved viable first by an internal game and is likely to begin beta testing during Q2 ~ Q3. The Cocos2d-x framework will remain a permanent open source project, Cocos Creator will also remain free.

The Cocos engine aims to “make games easier to develop”. We hope that our technology and related services greatly reduce the entry threshold into the game industry, so that more aspiring young people in the industry can write their dream games. We have worked hard on this road for seven years and achieved some minor accomplishments. We will certainly continue our efforts in this still early stage and try our best to make a world-class game engine company that contributes to the society.

Wang Zhe
Cocos engine founder
December 1, 2017

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Forum upgrades 12/15

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@slackmoehrle wrote:

Friday 12/15 China time (for many of you sleeping time), I will be upgrading the forum software plus the operating system of where we host the forums. This is expected to take several hours, plus testing.

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Cocos Creator tutorial feedback

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@slackmoehrle wrote:

I am developing a step-by-step tutorial and game for Cocos Creator. The result will be a step-by-step tutorial and a complete Dr. Mario style game at the end. I will be adding some videos to demonstrate steps if they get to difficult to write about.

I will start updating this site every few days with progress: http://slackmoehrle.github.io/en/

Feedback is appreciated.

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Help us with download speeds?

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@slackmoehrle wrote:

Hello all,

We need your help reducing our monthly AWS bill. We are exploring alternatives.

Can you please download from these links and report to us how your download speed was and your location.

  1. cocos2d-x.org
  2. Digital Ocean

Also, we could host on GitHub at a URL like: https://github.com/cocos2d/cocos2d-x/archive/cocos2d-x-3.16.zip but here would require the developer to run ./download-deps.py. Do you think developers are fine with this step or prefer the full download like we already provide?

This is what I need for a reply:

1. took 15 mins
2.  took 8 mins

I am in Xiamen, Fujian, China

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We need help testing v3.17

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@slackmoehrle wrote:

We need help testing the v3 branch in GitHub

Specifically we need help with:

  • compiling with clang+libc++
  • proj.android-studio is now the default proj.android
  • 3rd party libraries, all 3rd party libraries have been updated.
  • using NDK r16+

Please report any feedback in this topic.

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Celebrate Christmas & New Year with Packt’s Annual $5 sale

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@slackmoehrle wrote:

Our friends at Packt Publishing asked me to pass along that they are having a $5 sale all Cocos2d-x (and game development) resources.


Packt has a bag of amazing offers this Christmas and New Year - any eBook, Videos or Courses available for just $5 each. There’s also a range of bundles with 5 titles on a specific topic only for $25

Titles on Cocos2d

This offer is available until between the first and second week in January 2018. Head on over and check them out.

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