Author Archive for Walzer

Cocos2d-x for Windows Phone 8 is out

With the launch of Windows Phone 8, Microsoft Open Technologies Inc pushed hard to get this port out, which is branched off from Cocos2d-x for Windows 8 metro. Now you can get your game onto Windows Phone 8 before anybody else! It has the same API set as Cocos2d-x C++ so porting your game is a breeze, and of course as always, it is licensed under MIT, so its free as in beer, and there will be no royalty or what so ever! Yeah, Microsoft is embracing open source projects, wow.

WP8 port is mainly written in C++, with the same API set as cocos2d-x v0.13 and cocos2d-iphone 1.0.1, which means you can port your cocos2d-x 0.1x games onto wp8 easily and smoothly.

Before porting your game to wp8, please check these “Status of Test Cases“  to see if the features you need has been implemented in this release. Most of test case are working properly while a few features need to be improved in the next version.

cocos2d-x for wp8, simulator screenshot

Source Code

Download Zipball: http://cocos2d-x.googlecode.com/files/cocos2dx-0.13.0-wp8-0.8.zip
Github repo: http://cocos2d-x.googlecode.com/files/cocos2dx-0.13.0-wp8-0.8.zip

Development Environment Requirements

- Windows 8 (can not work on Windows 7)
- Visual Studio 2012
- Windows Phone 8 SDK (tested on LKG35)

What’s next?

Next up, we will firstly merge Windows Phone 8 port with Win8 metro port, which are in the different branches of a same repository. Secondly we will upgrade this branch to the same API set cocos2d-x v2.0.3 and cocos2d-iphone v2.0. Expect 1~2 months for this job.

Cocos2d-html5 alpha2 released

Cocos2d-html5 alpha2 version is out! 

What’s new in alpha2?

  • Google Closure Compiler support: After compilation, the game can run faster by about 10~20%, and your source is obfuscated.
  • DOM Menu/UI:  Now you can use cc.DomMenu/cc.DomMenuItem instead of cc.Menu/cc.MenuItem. DOM elements have the advantage of not needing to redraw each frame, which is perfect for static UI.
  • Unified Javascript API style: as we have discussed and finalized the “cocos2d javascript API standard” with Riq and cocos2d-iphone team, this alpha-2 version follows this standard. This style will be apply on cocos2d-html5 and javascript binding for both cocos2d-iphone/-x. It’s very friendly to javascript programmers.
  • API Documentation: We have completed the API documentation, and online version is available here: Cocos2d-html5 API Reference

Cocos2d-html5 alpha released

I am very happy to announce that Cocos2d-html5 alpha is released! This adds another gem in the Cocos2d family tree as the “Grand-child of Cocos2d-iPhone”. Cocos2d have arrived at the realm of the web.

Cocos2d-html5 is written in Javascript for html5 compliant browsers, also licensed in MIT. It can run on ANY platforms provided that it have access to internet and a html5 ready browser. Yes your internet fridge might be able to run Cocos2d-html5!

The API is very much the same as Cocos2d-X, but a higher level API wrapper is coming in in the next version, which will be friendlier with web Javascript programmers. In addition, the high level API will be compatible with “Javascript Binding for Cocos2d-iPhone and Cocos2d-X” in the future, which means that your game code written for Cocos2d-html5 will be plug and play for both Cocos2d-iPhone and Cocos2d-X framework! With almost native performance!

The first alpha release of Cocos2d-html5 uses Canvas 2d for rendering. It supports almost all features of Cocos2d-X, except some features that relies on 3d perspective (namely CCCamera). It even solved real time color tinting that many other considered impossible for Canvas 2d mode. Theres more to be discovered inside this wonderful release.

Head to the Cocos2d-X website to grab a copy of Cocos2d-html5, Enjoy!

Keep in mind this is the first alpha release, so there will be bugs, feel free to report them to Cocos2d-html5 forum.

Continue reading ‘Cocos2d-html5 alpha2 released’

Hello Windows Phone 7!

I’m proud to announce that, cocos2d family spreads to the last important platform: Windows Phone 7. This branch is named: Cocos2d-x for XNA.

Beta release download: http://cocos2d-x.googlecode.com/files/cocos2d-x-for-xna-0.1.0.zip
Github repository: http://github.com/cocos2d/cocos2d-x-for-xna/
Inheriting the open source spirit from cocos2d-iphone, this branch is also open & free under MIT License.

Many developers hope that WP7 can support C++ and GCC, but the bitter reality is that Windows Phone 7 has not open native language layer and no OpenGL ES support. We have no choice except porting the whole cocos2d framework into C# language, base on Microsoft’s XNA framework. In this way, we can migrate cocos2d games onto WP7 only by programming languages translation, without any knowledge of the difference between OpenGL ES and XNA required.

Most features of cocos2d have been implemented. As the video shows:

But features below are semi-finished or TBD in the next version:

  • Transition
  • Grid
  • Dispatcher of hardware keys messages
  • Accelerometer

Cocos2d-x core team and OpenXLive.com achieve the alpha release together. Cocos2d-x for XNA branch will keep update and sync the translation with cocos2d-iphone & cocos2d-x monthly. Any feedbacks, suggestions, bug reports would be appreciated, please post them into http://cocos2d-x.org/projects/cocos2d-x/boards/17 We’ll create bug tracking from posts. If you release games based on this branch, please let me know.

Wish everyone here can make a good profit from Windows Phone 7 :)

1st Birthday of Cocos2d-X

Cocos2d-x open source project is C++ version of cocos2d-iphone. We focus on making cocos2d framework cross multiple platforms. Mobile games can be written on the top of cocos2d-x in C++ or Lua language, via the COMPLETELY SAME API as cocos2d-iphone, they can easily be built & run on iOS, Android, Samsung Bada and BlackBerry Tablet OS. Cocos2d-x also supports Windows & Linux, therefore we can debug source code easily and write editors on desktop operating systems.

Here’s our website: http://www.cocos2d-x.org

1. Native Gap  for cpp

NativeGap4cpp

C++ is not as elegant as ObjectiveC, but it is supported widely by most mobile/desktop platforms. Even if some platforms offer high level programming language, for example, WebOS, the closest to html5, they still open a gap of C++ & OpenGL ES for making performance-hungry games. So C++ & OpenGL ES is the most common gaming layer on most platforms.

Cocos2d-x caught is gap to make games cross platforms. Besides libGLES, we can also benefit from various C/C++ resources such as pthread, libxml2, libCurl, poco, etc to reduce our workload.

2. Supported Platforms

(Ordered by stability & reliability)

Platform Status Remarks
 1 iOS 4.0~5.0 Stable 63 registered games with about 3.5 million downloads
 2 Android 2.0~2.3, 3.0~3.1 Stable 62 registered games with about 16.6 million downloads
 3 Windows Stable Please don’t release games base on win32 port before we replace PowerVR GLES library with OpenGL
 4 Bada Stable Finished in v0.10.0. Some alpha users have released games onto samsung store, and have totally 90,000+ downloads
 5 BlackBerry Tablet OS Coming Soon Finished & merging. RIM guys joined in us recently
 6 Ubuntu Usable Linux port uses OpenGL directly.
 7 WoPhone Almost deprecated Without maintenance for several months
 8 Marmalade Almost deprecated Only one game released is base on this port. We’re looking for a maintainer of this port
 9 MeeGo Deprecated Finished but unmerged.  MeeGo is deprecated by Nokia & Intel after our contributors finished this port, oops

3. Some Top Games using cocos2d-x

You can find more awesome games & showcases from http://www.cocos2d-x.org/projects/cocos2d-x/apps. So far, cocos2d-x games have more than 20 million downloads on ios / android / bada totally.
1 year ago, cocos2d-x released its first version at Nov.30 2010. During the last year, more than 125 mobile games/apps were released based on cocos2d-x, in other words, 2 new games per week. Many contributors & blog writers joined in us, shared their new platform ports, bug fixes, cool features, and tutorials to community. Thanks to all of you.

We plan to make more cool stuffs in the coming year. You’ll see, aha.




Social Widgets powered by AB-WebLog.com.