I am happy to announce that cocos2d v2.0-rc1 is available for download:
Highlights since v2.0-rc0:
- Forward-ported many bug fixes from v1.1
- Added new CCCardinalSpline and CCCatmullRom actions
- Improved FileUtils
- Added support for rotated tiles in TMX maps
- And many bug fixes in Labels, Textures, threading and more
Full Changelog: CHANGELOG
Migration guide: migrate_to_v2.0
What’s next:
- More bug fixes
- Gesture Recognizer
I would appreciate if you could test this version with your game and report any possible issue that you might find.
Thanks!







great, I’m waiting for gesture recognizer improvements
would report issues later
I have updated my project to this version and all is working fine. Forward porting of HKTMXTiledMap would be very useful. Thanks!
Thanks, looking great! CSplines and Catmull-Rom are a wonderful surprise, I was in the middle of rolling out my own implementation. Will migrate my WIP game ASAP.
I have created a tmx file without pictures via Tiled editor. But I still have problems with tmx loading. The program simply can’t locate this file
Crash bug using v2.0-rc1, working with EventsTest > My Mac 64-bit…
In OS X 10.7, the 3-finger trackpad swipe gesture, side to side, defaults to switching between spaces and the dashboard. If you run this test in the cocos2d test suite, then click next twice to get to the Touch Test:
1. Put 3 fingers on the trackpad until you see 3 sprites representing your fingers on the glView.
2. Begin to swipe right, as if to move to the Dashboard and/or switch spaces. Remove your hand from the trackpad without going to the dashboard. Notice that the three sprites remain on the glView.
3. Put another finger on the track pad. A fourth sprite appears and the application crashes.
I had one crash that seemed to be from the fact that CCAnimation used to have an array of sprite frames, but now has an array of animation frames that contain/reference sprite frames? It was a simple fix, but if that *is* the case, i didn’t see it mentioned in the changes document.
@Bill Shirley:
… it came as part of the new animation system
Yes, the fix was unintentional
I’m seeing this in my log at app startup, but it doesn’t seem to affect the game running either on OS X or the iPad and I don’t have any idea what’s causing it… I haven’t futzed with the OpenGL innards.
myApp -[CCSpriteBatchNode increaseAtlasCapacity] : cocos2d: CCSpriteBatchNode: resizing TextureAtlas capacity from [10045] to [13394].
OpenGL error 0×0502 in __32-[CCTextureAtlas setupVBOandVAO]_block_invoke_0 212
@clayh:
Be careful with the size of the textureatlas. 10.000 is a very big atlas… probably you should split it in 4 smaller atlas.
Hmm… Well, I’m just using the tile set provided with the Learn cocos2d Development on OS5 tutorials… It’s not particularly large. What else could be causing it?
I’ll look into whether I’m loading it multiple times by mistake or something.
@clayh: Probably the tile map is too big. Try to split it in smaller layers. Use http://mapeditor.org for that
I removed the border from the playable area of my map (the border was pretty large, in order to hide the black background when playing on the Mac) and I still get the error:
2012-05-04 12:25:22.594 FieldHospital[44904:6d03] -[CCSpriteBatchNode increaseAtlasCapacity] : cocos2d: CCSpriteBatchNode: resizing TextureAtlas capacity from [2081] to [2776].
OpenGL error 0×0502 in __32-[CCTextureAtlas setupVBOandVAO]_block_invoke_0 212
Map is 50×50 tiles.
Also (sorry to spam the comments) I put in some break points and determined that the error in the log appears when I load the map:
[self setCurrentMap:[CCTMXTiledMap tiledMapWithTMXFile:@"camp.tmx"]];
@clayh:
Try to post it on the forum so more people can take a look at it, and learn from it. Thanks.
it is almost time for the stable version … that emotion!
How I set the setDeviceOrientation for a CCDirectorIOS ? this is not working
[[CCDirectorIOS sharedDirector] setDeviceOrientation:CCDeviceOrientationLandscapeLeft];
thanks
i found a bug, on CCRenderTexture in this update, when I use CCSpriteframe that changed scale(scale : 1px-> over 100px) to render, it has been changed to unintended texture(texture has left margin on about 10px at the right side.)