StellaSDK: port your cocos2d-iphone games to Android

One year ago Wenqui contacted me to let us know that StellaSDK supported WebOS as target platform.

Now, StellaSDK supports Android as well.

Stella SDK Update:StellaSDK-android with cocos2d support

Stella SDK continues to assist cross-platform app development and portability of cocos2d projects. It allows cocos2d games to be ported to Android devices almost automatically, which dramatically reduces the learning curve for iOS developers and ensures best performance.

As the Android market quickly expands, Stella SDK helps iOS developers embrace many more Android users in a simple, fast and cost-effective fashion. Stella SDK provides a pure Objective-C coding environment, and developers can produce both iOS and Android mobile apps from one unified SDK. Furthermore,only one code base is necessary in the long run, which promises a tremendous save of resources.

Stella SDK has helped several cocos2d games ported to Samsung devices successfully. This includes performance-hungry “Lamebo vs Zombies”, powered by cocos2d core and superb graphics from MediaFreaks. (Available on Amazon Appstore). Please go to our website for a free download of Stella SDK: http://www.yeecco.com/stella. Developers providing us with constructive feedback will also have a chance to be given a StellaSDK-pro tool for free, with our engineering support to help you have your games to Android soon.

For more information, please visit StellaSDK page:  http://www.yeecco.com/stella

26 Responses to “StellaSDK: port your cocos2d-iphone games to Android”


  • Wow! This is just what i had been looking for.
    I did go through the tutorials at raywenderlich’s website regarding creating an android game using cocos2dX but the results were not impressive as i ran into multiple problems.
    Even though i managed to run cocos2dX on android , any changes to the code are not updated in the app and so the result remains the same in emulator .
    Don’t know how to solve this (tried clean build and everything) and it is disappointing to see that such an important site as ray’s has also become non responsive .

    I hope Stella helps us indie developers and makes the cross platform development painless

  • I recently posted my project to Cocos2d-X, because of the runtime overhead, and memory/disk footprint of Objective-C (call me performance obsessed if you want) I just was wondering whether anyone has done some performance tests with Stella

    Regards

  • Look nice.
    I would try, but I have to use xcgen and I can’t find what is it.
    I already have Xcode command line tools but it’s not on my terminal :(

    Some try it ?

  • I’m having trouble getting pricing info from the Stella guy(s).

    Has anybody been able to get the Pro version of the SDK?
    How much does it cost?

  • I have exactly the same problem, have no idea how to dealing with the xcgen command. It doesn’t seem exists on my mac even after I installed the sdk.

  • I go a bit further.
    To solve the xcgen, I have to restart my mac.
    But someone with a mac book pro and Mountain Lion do the same and it’s still not working.

    I will continue to try to get it working, but now the mac conversion is working with sample, but not project with AFNetworking. Have to try more.

  • I just restarted terminal to get xcgen working. I can build for X11/Mac, but not for Android due to a missing android-clang…

    I did get a response from Grace at Yeecco about pricing that they are working on it. They sent me a preliminary pricing chart but I don’t know that I can share it. Their pricing sounds reasonable IMO, assuming it works as advertised :-)

  • Any idea how much this costs? I wish they publish their Premium plans. This is something I would likely consider.

  • Being one of the first applicants for the Stella SDK, I can say that it’s just great! Porting is really a snap, nearly just recompiling or just recompiling if you don’t use outer stuff such as GameCenter, Ad Providers, etc. so the core Cocos2D and Objective-C code works straight away. The performance is also nice as well.

    For the pricing, I have to admit that I know it but it would be inappropriate to disclose it in here without the permission I guess. All I can say is that, it’s worth on what you get and we already licensed their engine and will be using it to port our iOS using it from now on!

    Since it’s not officially released, you’ll see that the documentation is not that great but support has been top notch so far. It’s also still in beta stage due to a few small missing things but I think the final relaese will be really soon.

    Overall, I’ll suggest you to check it our and don’t hasitate to contact them for any of your questions!

  • I finally got xcgen working on my macbook pro. Since the default user have no permissions to accessing the /opt folder. I have to use ‘sudo xcgen’ to execute the command.

  • Hi Özden Irmak,
    Thank you for sharing your experience. I have one question for you.
    Can you please tell me how are you tackling the problem of multiple resolutions on Android device using Stella SDK?
    Thank you

  • Following their step by step tutorial produces only projects full of errors.

    I think it’s way too early for them to toot their horn about their tool.

  • @Rakshak, the default is where you use 480×320 assets of your iPhone game and in this case everything is scaled up to the full screen according to the phone’s screen resolution with black bars on sides when needed to fill up the remaning space. This is the way I use for now…

    @Marin, I did do a dirty port (meaning removing OpenFeint, etc. parts) of one of my games within 2 days. Things are not just switch to android target and compile easy, but much easier than trying to convert the codes to Java or C++. I’m now dealing with Java integration part which I’m getting some help from them. If you get any difficulties, just contact them, I can assure you that they are very responsive and helpfull on any requests!

  • Thank you, @Özden for your kind words.

    We’re doing the final touches on the documentation to be released shortly.

    For a preview, please visit: yeecco.com/support/docs

    Thank you for all your early support!

  • @Rakshak: The best way to get started is our documentations: yeecco.com/support/docs

    yeecco.com/support/docs/resolution might be the guide of particular interest to you.

  • Can anyone tell me how to solve the .. missing android-clang…issue … I emailed Grace the other day but so far no answer?
    Thanks H

  • Hi,

    Following the ‘Getting Started’ guide, I can’t manage to run the emulator version of GLSprite.
    I can build it just fine, but when running it, it crashes on -[SVDevice systemVersion]:

    GLSprite[282:2903] Unable to load main nib file MainWindow
    GLSprite[282:2903] -[SVDevice systemVersion]: unrecognized selector sent to instance 0x7c3889d0
    GLSprite[282:2903] NSInvalidArgumentException, -[SVDevice systemVersion]: unrecognized selector sent to instance 0x7c3889d0
    (lldb)

    Did anyone else see this?
    Trying the device version, I get the same missing android-clang issue.

    Bram

  • The missing android-clang issue was resolved in the last update to the sdk last week. However apparently there is an issue causing errors to get ignored when doing build to create the apk. After pulling my hair out for three days i finally got one of my simplest games to run on the android sdk. After that it took another day to build the apk and put it on my device.
    When i saw the icon show up on the crappy Android testing device I screamed out victory at last! Followed by a rediculous dance. I then tapped the icon heard my game intro music start, stared at a black screen for two seconds and….crash!
    Anyway, I have no idea how to troubleshoot the issue as I have no tools to help. So sit and wait I shall. As for other more recent games I have so many errors its rediculous. However, i have to say. For just a few days of development time, even getting it to build and crash on the device is pretty impressive.

  • The Stella SDK documentation states specifically that Chipmunk is compatible, however it doesn’t mention box2d libraries. Does anyone know if games made with box2d are compatible?

  • @NPG, we already released our first game ported using StellaSDK and it uses Box2D. Check it out at here : https://play.google.com/store/apps/details?id=klikgames.birdtale.v1

  • I just installed SDK_1A3187 to test it out but I ran into that android clang issue as well. Nick, you mentioned that it’s resolved in last sdk update. is that sdk available to paid users only?

  • hi there,

    i’m trying to use stella to port my game to android.
    But i’m having some trouble with Box2D, it’s not found.

    I downloaded the cocos2d branch at ( https://github.com/stellasdk/cocos2d-iphone ) I added the stella box2D to my project and compile ok to iphone. But i can’t compile with stella. (Box2d.h not found)
    Some hint?

    thanks.

  • Somebody know when will be support of cocos2d 2.0 or 2.1?

  • Hi there,

    I just follow the Stella SDK “getting starded guide”.
    I can run the iPhone project then I use xcgen to get the Mac project.
    But when I try to build it I got the following error: GL/gl.h file not found

    I guess the problem come from the OpenGLES framework, but I can’t find what’s going on …

    Anybody can help me ?

    Cheers,
    Nicolas

  • Hi SerialScreener, did you manage to find a fix for your GL/gl.h file not found problem? I’m getting exactly the same error and can’t find a solution anywhere :/

  • I found a fix: in the Xcode project generated by StellaSDK, set the Base SDK for the target to OS X 10.7, and then add this to the “Header Search Paths” field: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk/usr/X11/include

    You will also need to install XQuartz following Apple instructions for it to work.

    Cheers!

Leave a Reply




Social Widgets powered by AB-WebLog.com.