I am happy to announce that cocos2d v1.1 beta is available for download:
http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-1.1-beta.tar.gz
Highlights
* Particles: CCParticleBatchNode, batches multiple particle systems in one OpenGL draw call
* Node/Sprite: much faster reordering, adding and removing of nodes and sprites in batchnodes
* Scheduler: support for delay and repeat of selectors
* Textures: support for RGB888 textures
* TileMap: TMX map supports flipped tiles
Full Changelog: https://github.com/cocos2d/cocos2d-iphone/blob/release-1.1-beta/CHANGELOG
Release Notes: http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:1_1_0 (includes example usage of new functionality)
I would appreciate if you can test this beta release in your games and report any possible bug that you might find. Thank you.








Hello. Thank you for the update and hard work put in! I was wondering. Is this version as table or more stable than Cocos2d for iPhone v1.0.1? It seems like a silly question, but I feel like the new releases even if beta generally are. Thanks again!
Even though it’s called a beta, I think it’s more stable than 1.0.1. It has a few performance enhancements as well as a number of bug fixes.
Did some1 know when will be available version for ios5 ?
Forgive me for being thick but why is this 1.1b when the last was v2.0a? The highights look brilliant, great work.
I just built my game using this version and it works great. I upgraded from Xcode 3 and cocos2d 1.01 to Xcode 4.2 and cocos2d 1.1 beta.
Hello! Does anybody know if this cocos2d version works fine with XCode 4.2 and sdk 5.0 ?
Thanks!!
seems to be missing CCParticle Batch Node…
False alarm, The files exist in the tar ball just the project template functionality doesn’t copy it over….
it doesn’t work for me with xcode 3.2 and ios4.3 simulator
Hey Riq, the beta performs well on iPad and iPhone 3GS. I just did not like too much the opt-out change to CCFileUtils. I already used my own code to translate an image filename into the appropriate one for the given device (P.png –> P.png on iPhone 3GS, P-hd.png on iPhone 4, P-ipad.png on iPad… also adding the appropriate local folder prefix… and the resulting string is used to create the sprite). With the 1.1 Beta this breaks the existing application unless you reset the iPad and iPhoneRetina extensions with CCFileUtils. Still, no biggie for an application which gets written with the new Cocos2D release in mind.
Hello Riq, it is not working for me. I am having problems when creating a new project with cocos2d box2d template.
System: Xcode 4.2, cocos2d 1.1 beta, sdk 5.0.
I created a new project by selecting cocos2d with box2d template. I test on a Ipad 2 with IOS 5 installed on it. When I run the project it gives me CCParticleBatchNode.h missing and CCParticleBatchQuad also. I tryed copying these files into the project in the cocos classes folder but still having the same error.
I also tryed opening an old project which ran on xcode 4.1 not sure if with this same cocos2d version and it also was giving me many errors.
Any suggestions ??
Thanks!!
A new .tar.gz has been uploaded which fixes the omission of CCParticleBatchNode in the templates. People who have troubles with the templates, please try out the new version.
@FBryant, cocos now has two versions, the 1.x branch and the 2.x branch.
The 1.x branch is the compatibility branch, it uses OpenGL ES 1.1 and can be used on all devices. The 2.x branch uses OpenGL ES 2.0, it can only be used on newer devices (3GS and higher) and needs iOS 4.1 or higher. So 2.x will have cutting edge features that won’t be possible in the 1.x branch. 2.x is still in alpha, so it isn’t recommended yet to use it for games in the app store.
I will develop the 1.x branch further, while Riq focuses on 2.x.
Hello Araker, where can I find this new .tar.gz ? Is it the same one that is referenced in this post that has been updated?
Thanks!
@nicholas, yes that’s the one.
Hi…
I’ve encountered two issues so far with 1.1:
The new `CCLayerColor` `init` method sets the layer size to (0,0). This is inconsistent with the `initWithColor:` method, and is inconsistent with the parent `init` method, both of which set the layer size to the window size. I suggest that this should be corrected to be consistent.
`CCParticleSystemQuad` now uses a 3D vertex for each particle instead of a 2D vertex. I can see the value in that, and am not suggesting moving back, but it caused a compile issue with cocos3d. In order to allow cocos3d to support both cocos2d 1.1 and 1.01, I’ve had to add an ugly conditional cast that requires developers to add an Xcode build setting if they are using cocos2d 1.1.
…Bill
One other:
In CCParticleBatchNode initWithTexture:capacity:useQuad:additiveBlending:, the if(self = [super init]) triggers a warning about the lack of nested parens.
…Bill
How do u install? I did the install.sh thing and it went thought but installed in some folder but it’s not the right folder Xcode checks for templates
@Bill, thanks for your comments. I’ll put the CCLayerColor init and CCParticleBachNode init warning on my to do list.
In this version, I found something’s wrong with the action below. Basically I have a sprite that I want to simulate a spinning.
id firstAction = [CCOrbitCamera actionWithDuration:d/3 radius:1 deltaRadius:0 angleZ:0 deltaAngleZ:90 angleX:0 deltaAngleX:0];
id secondAction = [CCOrbitCamera actionWithDuration:d/3 radius:1 deltaRadius:0 angleZ:270 deltaAngleZ:90 angleX:0 deltaAngleX:0];
[coin_sprite runAction: [CCRepeat actionWithAction:[CCSequence actions:
firstAction, secondAction,nil] times:5]];
In Cocos2d 1.0.1 , after all the action, the camera is back to the original view. But in 1.1 beta, somehow the view doesn’t reset back to normal.