Author Archive for riq

4th coordinated release: cocos2d-iphone v2.1-rc2 and much more

We are happy to announce the fourth coordinated release of the cocos2d family. We are releasing:

  • cocos2d-x v2.1rc0-x-2.1.3
  • cocos2d-html5 v2.1.3
  • cocos2d-iphone v2.1-rc2
  • CocosBuilder v3.0-alpha4

Our goal is to provide a complete toolchain for developing multi-platform games both for Web and Mobile, all the way from rapid prototyping to a finished high performing game.

cocos2d-x

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Highlights

  • Added support for Spine skeleton animation editor
  • uses LuaJIT
  • CocosPlayer supports iOS
  • add kResolutionFixedHeight and kResolutionFixedWidth resolution policy
  • updated to SpiderMonkey v20.0
  • add many Lua test cases
  • Possible to obfuscate JavaScript code. More info here
  • plugin-x released

More information

Read more about all the new features at cocos2d-x v2.1.3 release notes.

cocos2d-html5

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Cocos2d-html5-v2.1.3.zip

Highlights

  • CCEditbox now implemented for WebGL and JSB
  • Updated CCBReader to latest version
  • Improved performance Firefox by about 20%
  • Added render mode flag to switch between WebGL and canvas2d
  • Added support for Tizen
  • Now able to load embedded texture file in a plist
  • EGLView now works if canvas is placed inside another DOM element
  • Added a Simulator which can be found in MoonWarriors Directory

Note

The work in progress development branch will now be “develop”, while “master” branch will only hold the latest stable release. Please send all pull requests to the “develop” branch from now on.

More information

Read more about all the new features at Cocos2d-html5 v2.1.3 release notes.

cocos2d-iphone

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Highlights

  • Bug fixes in many components: CCParticleSystem, DrawingPrimitives, Layer, MenuItem, ProgressActions, TMXMaps and more.
  • Includes JS remote Debugger (disabled by default)
  • Updated 3rd party libraries: SpiderMonkey 20.0, JS Bindings 0.7,

More information

Read more about all the new features at cocos2d-iphone v2.1 release notes.

Continue reading ’4th coordinated release: cocos2d-iphone v2.1-rc2 and much more’

Introducing Watermelon2D: the future of cocos2d

watermelonThere are some features that we need in cocos2d (like multithreading, a good UI toolkit, multiple view support, auto-batching, etc.).

Adding those features in the current cocos2d design is not trivial, so a reboot of cocos2d is necessary. Let me introduce you to Watermelon2D, the future of cocos2d. Planned features:

  • Multithreading
  • Complete UI toolkit
  • Multiple OpenGL view support
  • It is going to be implemented in D language
  • Not as tasty as a coconut, but with more water
  • Green in the outside, red in the inside with black seeds
  • Support for Groundhog2d physics engine
  • Backwards compatible with cocos1d

 

3rd coordinated release: cocos2d-iphone v2.1-rc1 and more

We are happy to announce the third coordinated release of the cocos2d family. We are releasing:

  • CocosBuilder v3.0-alpha3
  • cocos2d-html5 v2.1.2
  • cocos2d-iphone v2.1-rc1
  • cocos2d-x v2.1rc0-x–2.1.2

Our goal is to provide a complete toolchain for developing multi-platform games both for Web and Mobile, all the way from rapid prototyping to a finished high performing game.

CocosBuilder


This is the third release of CocosBuilder 3 alpha. When updating please make sure to also update to the latest version of CCBReader and CocosPlayer. You will be able to open old ccb-files with the new version, but it may not be backwards compatible. Please make a backup of all your project files before updating as CocosBuilder is still in alpha state.

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Highlights

  • Improved default project structure
  • Adds support for sound playback directly from the timeline
  • Adds support for callbacks from the timeline
  • Improved support for Cocos2d JS
  • Skew properties can now be animated (not supported in cocos2d-html5)
  • Plenty of bug fixes

More information

Read more about all the new features at cocosbuilder.com.

cocos2d-html5

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Highlights

  • WebGL support! Great performance boost on modern browsers
  • cc.Loader now supports multiple stage preloading – all tests now preload by multi resource groups
  • cc.Node now uses transform matrix – better performance
  • Added Accelerometer support
  • Added support for MP4 and M4a Audio format
  • Designer resolution for multi resolution support
  • Faster cc.ParticleSystem, thanks to Ivo Wetzel
  • Bug fixes in audio support, file utility, Google Closure compiler, LocalStorage, cc.MenuItemImagecc.MenuItemToggle, actions andUIWebView compatibility

More information

Read more about all the new features at cocos2d-html5 release notes.

cocos2d-iphone

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Highlights

  • OpenGL bindings for JavaScript (compatible with the WebGL API)
  • New drawing primitives functions ccDrawSolidCircleccDrawArcccDrawSolidArc
  • Bug fixes in different components: CCClippingNodeCCDirectorCCGLProgramCCTexture2DCCRenderTextureCCEaseBound*,CCEaseExp*
  • Updated 3rd party libraries: Chipmunk 6.1.4, SpiderMonkey 19.0, JS Bindings 0.6,

More information

Read more about all the new features at cocos2d-iphone v2.1 release notes.
Continue reading ’3rd coordinated release: cocos2d-iphone v2.1-rc1 and more’

Coordinated release: cocos2d-iphone v2.1-rc0 and more

Update: cocos2d-iphone v2.1rc0a released. It is a hot fix release with a few important bug fixes.

We are happy to announce the second coordinated release of the cocos2d family. We are releasing:

  • CocosBuilder v3.0-alpha1
  • cocos2d-html5 v2.1.1
  • cocos2d-iphone v2.1-rc0a
  • cocos2d-x v2.1beta3-x-2.1.1

Our goal is to provide a complete toolchain for developing multi-platform games both for Web and Mobile, all the way from rapid prototyping to a finished high performing game.

CocosBuilder

Today a second version of CocosBuilder 3 alpha is released. It is a fairly stable release, although there are still features missing that will be in the final version of CocosBuilder 3.

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Highlights

  • Much improved cocos2d JS support
  • Built in texture packer with support for png, pvr and pvrtc
  • Automatic resizing of assets for different devices
  • Improved publishing for Android
  • Improved support for cocos2d-x
  • Automatic audio conversions for different platforms
  • CocosPlayer support for Android, and many fixes regarding reliability

More information

Read more about all the new features at cocosbuilder.com.

cocos2d-html5

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Highlights

  • Added mouse button to MouseDispatcher, supports right-click
  • Changed preload audio type from “bgm” and “effect” to “sound”
  • Added “Sys” class for system capabilities
  • Improved cc.BuilderReader to support .ccbi extension auto-completion
  • Improved TMXXMLParser to support XML, CSV and zlib compression
  • Changed cc.Time.gettimeofdayCocos2d to Date.now which is more javascript friendly.
  • Added stackable support for position actions like cc.Move*cc.Jumpcc.CatmullRom*, etc.
  • Added filename lookup support in CCFileUtils
  • Fixed bugs

More information

Read more about all the new features at cocos2d-html5 release notes.

cocos2d-iphone

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Highlights

  • Added stackable support for position actions like CCMove*CCJump*CCCatmullRom*, etc.
  • Added filename lookup support in CCFileUtils
  • Added option to cascade color and opacity in nodes
  • Added auto-premultiplied alpha support PVRv3 textures
  • Improved JS bindings support
  • Many bug fixes

More information

Read more about all the new features at cocos2d-iphone v2.1 release notes.

Continue reading ‘Coordinated release: cocos2d-iphone v2.1-rc0 and more’

Introducing the cocos2d multi-platform toolchain

We are happy to announce the first coordinated release of the cocos2d family. We are releasing:

  • CocosBuilder v3.0-alpha0
  • cocos2d-html5 v2.1
  • cocos2d-iphone v2.1-beta4
  • cocos2d-x v2.1beta3-x–2.1.0

Our goal is to provide a complete toolchain for developing multi-platform games both for Web and Mobile, all the way from rapid prototyping to a finished high performing game.

The main components of our stack are:

For the Web, we are using pure JavaScript code, while for Mobile we are using JavaScript on top of native engines for maximum performance.

CocosBuilder

Version 3.0 will be the next main release of CocosBuilder, today an alpha version is released.

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Highlights

  • Support for cocos2d JavaScript API
  • Publishing to HTML5
  • CocosPlayer lets you test your JavaScript apps directly on your iOS device without recompilation
  • Many bug fixes

More information

Read more about all the new features at cocosbuilder.com.

cocos2d html5

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Highlights

  • Integrated Chipmunk-JS physics engine. API is compatible with cocos2d-x and cocos2d-iphone
  • 10% performance increase across the board with cc.Class Release Mode
  • Added support for google.base which offers alternate javascript inheritance style.
  • Added support for CocosBuilder and Bone Animation.
  • Added cc.PhysicsDebugNode, cc.PhysicsSprite, cc.DrawNode.
  • Better support for mouse, touch and keyboard
  • Fixed various bugs
  • Added Watermelon with Me game sample, which is 10% done in CocosBuilder and 90% JavaScript
  • Added CocosDragon game sample, which is 90% done in CocosBuilder and 10% Javascript Code
  • Added Edit Box for text input

More information

Read more about all the new features at cocos2d-html5 release notes.

cocos2d-iphone

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Highlights

  • JS Bindings: compatible with cocos2d-html5 / chipmunk-js API
  • Improved CCFileUtils:
  • Added option to load resources from directories for different devices, instead of using suffixes
  • Added option to add additional search paths
  • Many bug fixes

More information

Read more about all the new features at cocos2d-iphone v2.1 release notes.

cocos2d-x

After one month of hard work, cocos2d–2.1beta3-x–2.1.0 is available for download. This version includes some exciting new features and big improvements.

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Highlights

  • JS Bindings: compatible with cocos2d-html5 / chipmunk-js API
  • Added marmalade support
  • Added sample games: Watermelon With Me and CocosDragon
  • Updated CCBReader to latest version of CocosBuilder
  • Added new features from cocos2d-iphone v2.1 beta3 like:
  • CCClippingNode
  • CCDrawNode
  • CCPhysicsDebugNode and CCPhysicsSprite (under extensions/physics_nodes/)
  • Accessing to files from APK is boosted. You can refer to this PR for detail information.
  • CocosDragon, MoonWarriors, Watermelon With Me and JS Tests use the same JavaScript code as cocos2d-html5 and cocos2d-iphone.

More information

Read more about all the new features at cocos2d-x release notes.

Continue reading ‘Introducing the cocos2d multi-platform toolchain’

cocos2d v2.1-beta3 released!


I am happy to announce that cocos2d-iphone v2.1-beta3 is available for download:

Highlights

  • Many JS improvements:
    • compatible with cocos2d-html5, improved JS API
    • compatible with Chipmunk-JS (beta)
    • New JS tests/examples: CocosDragon, and reusing all the JS tests from cocos2d-html5
  • New ClippingNode
  • Added Gesture support for OS X
  • Much better integration with CocosBuilder
  • “Auto draw” support in RenderTexture (beta)
  • Updated 3rd party components (Chipmunk, uthash, SpiderMonkey, jsbindings, CocosBuilder Reader)
  • Many bug fixes in different components

Full Changelog: CHANGELOG

Many thanks to all the contributors!!

Understanding JS:

  • cocos2d v2.1 comes with JavaScript as scripting language: JS is fast and has a small footprint.
  • This is an optional component. So, you are not required to use it.
  • You can create your whole game in JS; or use JS only for basic things and develop the hard-core in Objective-C; or don’t use it at all.
  • Should you decide to develop your whole game in JS, you will be able to run it WITHOUT ANY CHANGES in any browser (by using cocos2d-html5) and on Android (by using cocos2d-x)

More info about cocos2d and JS: cocos2d-and-JavaScript

JS Examples:
CocosDragon: 50% developed using CocosBuilder, 50% developed in JS

JS Tests: Do you remember the cocos2d Objective-C tests ? Well, now they are in JS too.
Try the web version: –> JS Tests Web <–

Moon Warriors: Developed 100% in JS.
Try the web version: –> Moon Warriors Web <–

Watermelon With Me: A Physics game developed 90% in JS and 10% with CocosBuilder

cocos2d-iphone v2.1 beta2 released

cocos2d-iphone v2.1-beta2 is available for download:

Although it is a tiny release, it includes important changes. Highlights:

  • Updated templates: Compatible with iPhone 5 Retina Display, and fixes in Mac templates
  • LabelTTF works on Mac Retina Display

Full Changelog: CHANGELOG

API Reference: v2.1 API Ref

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

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.

cocos2d devcon at Japan

Keisuke Hata held a cocos2d dev conference at Japan. Here is the list of the speakers and their talks:

Keisuke Hata @Seasons
Presentation: Cocos2d platforms

Walzer Wang @WalzerWang
Presentation: cococs2d-x, Intro and Architecture

ajinotataki @ajinotataki
Presentation: Use of shaders on cocos2d

Kazunori Nanji @torotiti
Presentation: cocos2d x OpenOffice

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




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