Cocos2d 1.1 beta2 released

Hi,

I am happy to announce that cocos2d v1.1 beta2 is available for download:
http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-1.1-beta2b.tar.gz

Highlights

  • iPad 3 compatible, new ‘ipadhd’ suffix for loading retina iPad assets
  • Animation, new animation format that supports variable delay per frame and callbacks per frame
  • Particles: Animated particle system with support of new animation system
  • Touch dispatcher: new implementation which fixes various bugs, a lot of new functionality and performance improvements
  • Many bugfixes

Full Changelog: CHANGELOG

Release Notes: 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.

21 Responses to “Cocos2d 1.1 beta2 released”


  • TWO enthusiastic and swollen thumbs up!

  • Still no 2.0 :|

  • Really looking forward for good support on the new iPad. This new hardware sounds so promising. Also wanted to know if cocos2d can take full use of its quad core gpu

  • well, i updated to this and also tried to make my project ARC enabled at the same time so
    not quite sure where from my problem arises from
    and i also have to add i am quite a newbie with cocos2d and english is not my native language.
    so sorry for the vague description.

    the problem is: touchmoved function is not called after two moves.
    if i disable ARC it works ok, with ARC it works for the initial two finger moves and stops working afterwards.

    i read in changelog that touchdispanser is changed and that it uses CCArray now.

    When i enable ARC i also get a warning like this:
    Destination for this ‘__builtin__memcpy_chk’ call is a pointer to ownership-qualified type ‘CCARRAY_ID’(aka ‘_strong id’)
    in mergesortL function of ccArray.h..

    So maybe the issue is related.
    Thanks for your good work.

  • @lorenzoac7

    A new version of 2.0 has been released a couple of days ago..http://www.cocos2d-iphone.org/forum/topic/30198

    @Raheel Zubairi, cocos 1.1 isn’t thread safe so it runs in a single thread. Cocos 2.0 is the version that is more suited to harness the full power of the new devices.

    @xhaVoK87, you can install this version over the older version with the terminal. If there are problems with the installation, please look at this thread..
    http://www.cocos2d-iphone.org/forum/topic/29364

  • I was able to upgrade my project with ease. Great job!

  • It looks like cocos2d-iphone-1.1.beta.tar.gz does not have the new iPad retina display code in CCFileUtils

  • @Patrick: You have to download the “beta2″ package

  • @riq: Thanks. I don’t know how I missed that

  • Some files have been removed from older versions, b2CollideEdge.cpp, b2EdgeShape.cpp, b2LoopShape.cpp, b2EdgeAndCircleContat.cpp, b2EdgeAndPolygonContact.cpp, b2LoopAndCircleContact.cpp, b2LoopAndPolygonContact.cpp, b2RopeJoint.cpp, CCCompatibility.m, CCSpriteSheet.m . Are they all obsolete, or were some experimental classes that may provide some usefulness, or ?

  • Hey all. Just updated to 1.1b2, and I’m getting a repeatable EXC_BAD_ACCESS (code=1, address=0×80040008) on line 1480 of CCTouchDispatcher.m when I tap a button on an UIAlertView. Anyone else experienced this? The line it’s crashing is [mutableTouches release];

  • Can you add CCLabelTTF vertical alignment support? There is already a solution for the latest version.

    https://github.com/cocos2d/cocos2d-iphone/pull/88

    and maybe if it is available, CocosBuilder will support the alignment feature as well.

  • Everything seems to work fine from what I see, but is there a way to have both this and 1.0.1 templates available within Xcode? Running install-templates.sh worked fine, other than Project Dialog only shows one set of Cocos2D (which would happen to be whatever the last .sh file I ran).

  • This is available in the latest version on GitHub, will release another beta in about a week

  • I don’t know if there is a way. Also, CocosBuilder will only work with cocos2d 2.0 currently.

  • When is the release of Cocos2d 1.1 expected?
    Thanks!

  • Awesome engine update! Just one quick question, what is the maximum texture atlas size supported in this version for use on the iPad 3? I’ve looked around in the source code of classes relating to textures, but can’t seem to find anything about maximum texture sizes. Thanks in advance.

  • I have a problem, when i use the cocos2d + admob (on new iPad, retina opened), and on the full screen ad received. I click the ad, and the ad showed.
    the problem is:
    the 1st time, the screen size is ok. then close the ad win, and then click the ad again, the screen size is expanded double…
    log:

    [ES1Renderer resizeFromLayer:] : cocos2d: surface size: 1536×2048, resizing buffers ==> 1st click.
    [ES1Renderer resizeFromLayer:] : cocos2d: surface size: 3072×4096, resizing buffers ==> 2rd click.

  • Is there any timeline for 1.1? I can’t wait for a new official release.

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