Cocos2d-2.0-x-2.0.4 released

Added by Minggo Zhang 7 months ago (14 comments)

After one month hard work, cocos2d-2.0-x-2.0.4 is now releasing. This version includes some excited features and big improvements.

Download

Documentations

Features

  • Add CCEGLView::setFrameZoomFactor() to debug high resolution games on low resolution desktop. Please refer to this document for more detail information.
  • Multi-touch support for win7/8 tablet or ultra book.

Big improvements

  • Improve the implementation of multi-resolution supports. Now retina is enabled by default, but you can set content scale factor if you don't have corresponding resources. CocosBuilder doesn't support this mechanism now, so you can not use CocosBuilder and this mechanism to design your games. You can refer to this document for deal information.
  • Use NSString instead of FontLabel library to render ttf fonts on iOS, so there is a difference to use ttf fonts. This document describes how to use ttf fonts on iOS.
  • Update libcurl to version 7.26.0.
  • Javascript binding test case uses the same codes and resources as cocos2d-iphone and cocos2d-html5.

Bug fixes

  • Fix the bug that javascript binding test cases will crash on iOS devices.
  • Make CCRenderTexture work correctly on Android devices that use Adreno GPUs. You can read this news to know how to resolve this issue.
  • Fix the bug that can not play effect at first time without preloading on Android.

What to do next

  • It is a painful work to maintain vs2008, vs2010 and vs2012 projects and templates. So we decide to remove vs2008 projects and templates.
  • Fix memory leak in javascript binding.
  • Javascript debugger support.
  • Add tools for creating multi-platform project.
  • Update CCBReader to support new version of CocosBuilder.
  • QWERT Keyboard support for desktop systems and mobile bluetooth HID profile.

For the full change log please refer to CHANGELOG.


Cocos2d-x for Windows Phone 8 is out!

Added by Zhe Wang 7 months ago (16 comments)

With the launch of Windows Phone 8, Microsoft Open Technologies, Inc pushed hard to get this port out which is branched off from Cocos2d-x for Windows 8 metro. Now you can get your game onto Windows Phone 8 before anybody else! It has the same API set as Cocos2d-x C++ so porting your game is a breeze, and of course as always, it is licensed under MIT, so its free as in beer, and there will be no royalty or what so ever!

WP8 port is mainly written in C++, with the same API set as cocos2d-x v0.13, which means you can port your cocos2d-x 0.1x games onto wp8 easily and smoothly.

Source Code

Development Environment Requirements

  • Windows 8 (can not work on Windows 7)
  • Visual Studio 2012 (tested on VS2012 Professional)
  • Windows Phone 8 SDK (tested on LKG35)

Status of test cases:

Test case Status
Actions Test Pass
Transitions Test Pass, but has a few DirectX warnings
ProgressActions Test Pass
Effects Test Pass
ClickAndMove Test Pass
RotateWorld Test Pass
Particle Test Pass
EaseActions Test Pass
MotionStreak Test Pass
DrawPrimitives Test Pass
CocosNode Test Pass
Touches Test Pass
Menu Test Pass
ActionManager Test Pass
Layer Test Pass
Scene Test Pass
Parallax Test Pass
TileMap Test Pass
Interval Test Pass
Chipmunk Test NA
Label Test Pass
TextInput Test NA
Sprite Test Pass
Scheduler Test Pass
RenderTexture Test The 1st test case is a bit wacky. rest of them are OK.
Texture2D Test Some texture pixel formats are not supported: RGB5A1 (16bit), A8 (8bit), RGBA 4444 (16bit)
Box2d Test Pass
Box2dTestBed Pass
EffectAdvancedTest Pass
HiRes Test NA
Accelerometer Test NA
Keypad Test NA
CocosDenshion Test Only support .wav format
Performance Test Some texture formats are not supported
Zwoptex Test Pass
Curl Test Failed
UserDefault Test Pass
Director Test Pass
Font Test Text alignment has not been implemented
CurrentLanguage Test Pass
TextureCache Test CCTextureCache::addImageAsync has not been implemented
Extensions Test only CCNotificationCenter is available
Lua binding NA
Javascript binding NA
CocosBuilder Support NA

What’s next?

Next up, we will firstly merge Windows Phone 8 port with Win8 metro port, then upgrade this branch to the same API set as v2.0.3. expect 1~2 months for this job.


Fix a bug of CCRenderTexture running on some Adreno GPUs

Added by Minggo Zhang 8 months ago (1 comment)

Thanks to William Chen, who is working for Zynga, he found a resolution to fix the bug that CCRenderTexture can not work properly on some Android devices with Qualcomm Adreno GPU inside. I pulled a request to fix it: https://github.com/cocos2d/cocos2d-x/pull/1435.

I am not sure if the resolution works for all Android devices, because i don't have enough devices to test. But it works on my HTC G10. You are appreciated for testing the CCRenderTextureTest and give some feedback.


Cocos2d-2.0-x-2.0.3 released

Added by Minggo Zhang 8 months ago (8 comments)

Apple has released iOS 6 and iphone 5, Cocosbuilder also released v2.1 beta2 to support bone animation. In order to support these new features, we are excited to announce that cocos2d-2.0-x-2.0.3 is now releasing. This new version of engine fixes orientation problem on iOS 6, updates CCBReader to support Cocosbuilder v2.1 beta2.

Download: cocos2d-2.0-x-2.0.3.zip
Online Document: Entry

Features

  • Update CCBReader to v2.1 beta2 to support bone animation.
  • Add CCTableView to replace CCListView.
  • Update CCControlExtension, you can refer to ControlExtensionTest for more detail information.

Big improvements

  • Javascript binding is more stable now, you can refer to samples/TestJavascript for more information.
  • Refactor lua binding, make interfaces more readable and fixed some bugs.
  • Refactor java lib codes, make it more elegant. Now the java lib codes is a separate eclipse project, which is shared for all test cases. You should import it into eclipse and build it first.

Bug fixes

  • Can be rendered in correct orientation on iOS 6
  • Add armv7s support to libcurl.a on iOS platform

For the full change log please refer to CHANGELOG.

Thanks to every contributor for the pull requests and/or helping us to find bugs.


Hot fix of Orientation Problem on iOS 6

Added by Zhe Wang 8 months ago (5 comments)

Since iOS updated some orientation relatived methods, cocos2d-x games with v2.0.2 and before can't be rendered to correct orientation.

I fixed it in this commit https://github.com/walzer/cocos2d-x/commit/70f1360ac2f0397ae8e32422a3be1d232bebd410
You can update your games simply with the codes below:

1. yougame/ios/AppController.mm. Change this line

1// Set RootViewController to window
2[window addSubview: viewController.view];

to
 1// Set RootViewController to window
 2if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
 3{
 4    // warning: addSubView doesn't work on iOS6
 5    [window addSubview: viewController.view];
 6}
 7else
 8{
 9    // use this mehod on ios6
10    [window setRootViewController:viewController];
11}

2. In yourgame/ios/RootViewController.mm, we used this method to deal with auto rotation before ios6

1// Override to allow orientations other than the default portrait orientation.
2- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation 
3{
4    return UIInterfaceOrientationIsLandscape( interfaceOrientation );
5}

But this method is deprecated since iOS 6. Instead, we need to add 2 methods in RootViewController.mm
1// For ios6, use supportedInterfaceOrientations & shouldAutorotate instead of shouldAutorotateToInterfaceOrientation
2- (NSUInteger) supportedInterfaceOrientations{
3    return UIInterfaceOrientationMaskLandscape;
4}
5
6- (BOOL) shouldAutorotate {
7    return YES;
8}


Bone Animation is Supported

Added by Zhe Wang 8 months ago (3 comments)

As you may known, CocosBuilder v2.1 beta2 supports time line editing and bone animation. This week we finished upgrading extensions/CCBReader to support this important feature.

Bone animation will be involved with next stable version, at the end of this month. If you can not wait, of course you can get the edge version from github. Please check http://ci.cocos2d-x.org, which shows the compilation status of our lastest code on github.


DevCon of CocoaChina 2012 Autumn was Successfully Completed

Added by Zhe Wang 9 months ago (2 comments)

On Sep 1st, the DevCon of CocoaChina 2012 Autumn was successfully held in Beijing. The slogan of this devcon was "//And One For All". Skills of using Cocos2d series engine, latest popular development tools, global trend of mobile game industry and marketing experiences were shared with more than 1000 audiences.

Haozhi Chen, the CEO of ChuKong Inc, shared their stories on developing the world-class casual game "FishingJoy" with cocos2d-x. Fishing Joy were installed +100 million times globally, with 4.5 million DAU currently.

Walzer shared the "Comparison and Tech Trend between Native, HTML5 and Hybrid". Cocos2d community implemented all of these 3 tech approaches. He said hybrid is a better solution in this time window. So far, about 50% of top grossing games in AppStore Chinese region were based on cocos2d-x.

Zhangxin the director of KongZhong corp, Yangjin the VP of Magic Times Inc, Maitao the CEO of Good Software, shared their inner view of creating successful mobile games.

During the technical seminar in the afternoon, Cocos2d-html5 leader Sean Lin introduced the current progress of cocos2d-html5 framework, show mature demos based on it.

Rolando Abarca, the most important speaker from cocos2d team in San Francisco, presented "Playing with Javascript in a multi-platform world", and patiently answered audiences' questions

Happy developers of Cocos2d series open source project.

More pictures of the devcon: http://devcon.cocoachina.com/2012-2/pics.html
Download PPT and keynotes: http://upyun.cocimg.com/20120901_CocoaChinaDEV.zip


Cocos2d-2.0-x-2.0.2 released

Added by Minggo Zhang 9 months ago (19 comments)

Cocos2d-x 2.0 stable released!

We are thrilled to announce that after two months of hard work the first Cocos2dx 2.0 stable version (cocos2d-2.0-x-2.0.2) is now released. Thank you very much for your bug reports, suggestions and feedbacks. You can download it at cocos2d-2.0-x-2.0.2.

Features

  • Mac OS X port is now supported, thanks to Nat Weiss (the developer of iphonegamekit.com). You will now find a mac project in HelloCpp and TestCpp samples. We will also add mac project for HelloLua, TestJavascript and mac template soon.
  • Linux port is now supported, thanks to Pengfei Tong . You will now find a linux project in every sample. You can also use makefile or eclipse to run samples on Linux. Ubunto is supported best.
  • Blackberry is now supported, thanks to RIM (the maker of blackberry smart phones). We wish you be successful on Blackberry market.
  • We have added the EditBox component, which is a very useful tool for text input. For more information please refer to this thread, and the test case in TestCpp/Classes/ExtensionsTest/EditBoxTest.

Big improvements

  • Multi-resolution adaption - It is always a PITA when developing for Android, because of the screen resolution fragmentation. We aimed to fix that. Now cocos2dx has invented a new mechanism to deduce the pain. For more information, please refer to Multi resolution support and Mechanism of loading resources. You can also refer to HelloCpp for usage.
  • Add some test cases for lua. You can refer to samples/TestLua for more detail information.
  • Use OpenSL ES to play effects when the for i9100. Please refer to this article Use OpenSL ES to play effect on Android for more information.
  • Adjusted directory structure. All sample files are moved into samples/ directory, all scripting codes are moved into scripting/ directory, and Box2D, chipmunk are moved into external/ directory. We hope it makes things clearer.

Bug fixes

For the full change log please refer to CHANGELOG.

Thanks again to every contributors for the pull requests and/or helping us to find bugs.


Cocos2d-html5 V2.0 released

Added by Shun Lin 9 months ago (2 comments)

Cocos2d-html5 version 2.0 is now released!

After 2 months of development, we feel that the game engine is now finally ready to be officially released.
It is available for download at Cocos2d-html5-v2.0 or clone from our github repo

The version number jumped from 0.5 to 2.0, because we have changed the API to match the API of Cocos2d-x 2.0.

So, whats new in this release?

API is now finalized

It now matches the API of Cocos2d-x 2.0, furthermore, it is now the standard for JS-binding for both Cocos2d-x and Cocos2d-iphone. So there will be no more major API changes in the future.

Template for new project

We added a template folder which contains everything you needed to start run the game. You may copy the directory to anywhere you want and start working from there.

Improved .js file loading

Concurrence loading of .js files is now implemented, it works for most modern browsers except IE9. This speeds up js file downloading before packing all the .js files into one.

Experimental DOM render and debugger

You may now convert any cc.Sprite or cc.Menuitem to using DOM render. DOM elements does not need to be redrawn, and it allows you to hook custom HTML into the game elements easily, however they are slower than canvas when you need to manipulate them around.
DOM render also comes with a debugger. It is enabled by default. with debug mode on, you can easily read and modify a DOM element's position, rotation, scale and skew using your mouse.

Mini-framework

We also added a very small Javascript framework to help our game engine with DOM manipulation. If you need to do light DOM manipulation, you don't need to load jquery or similar framework. It is similar to jquery.

Download

Cocos2d-html5-v2.0.zip

For the complete change list, please visit CHANGELOG .


CCEditBox is born

Added by Minggo Zhang 9 months ago

James Chen has implemented CCEditBox on iOS. It is an awesome work. I think you will like it.
Android implementation will come soon.

More detail information please refer to this article.


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