cocos2d-iphone v2.1 beta released

I am happy to announce that cocos2d-iphone v2.1-beta is available for download:

Highlights:

  • JavaScript bindings for cocos2d, Chipmunk and CocosBuilder Reader
  • Better physics support: PhysicsSprite and Debug Physics node
  • Improved physics templates (try the Chipmunk template)
  • Supports PVR v3 file format
  • Improved GL shader code
  • New actions that mimics flash behavior: RotationalSkew
  • Fixes for iOS 6 (supports new auto-rotation without flicker)

Full Changelog: CHANGELOG

cocos2d-iphone v2.1 is part if a bigger project to create multi platform games. Please read the cocos2d + JavaScript documentation for further info:

I would appreciate if you could test it and report any possible bug that you might find. Thanks.

4 Responses to “cocos2d-iphone v2.1 beta released”


  • Great, fantastic. But I’m stuck, immediately, because I’m a retard.

    How do I open the Watermelon sample game in Xcode as a project?

  • @Diss:
    1. Open the cocos2d v2.1 Xcode project (it could be the cocos2d-ios.xcodeproj or cocos2d-osx.xcodeproj)
    2. Select the target “JS Watermelon”
    3. Run it.

  • So far as I can tell, the ability to set opacity on a CCLayerColor has disappeared?

    Tested with a default-empty project, adding the following into the +scene method of HelloWorldLayer:

    CCLayerColor *hazeLayer = [CCLayerColor layerWithColor:ccc4(0, 255, 0, 0)];

    hazeLayer remains a vibrant green. (iOS6, iPhone5). Also tested iOS5, iPhone4.

    This worked with cocos2d 2.0….

  • @Kaolin Fire: already fixed in develop-v2 branch. thanks.

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