Has anyone used : http://code.google.com/p/cocos2d-android/ to make a game for android?
What if any expeirence have people had?
Any other well known game engines for android?
A fast, easy to use, free, and community supported 2D game engine
Has anyone used : http://code.google.com/p/cocos2d-android/ to make a game for android?
What if any expeirence have people had?
Any other well known game engines for android?
wow how interesting... i don't even have an android nor have a plan for the purchase. I'm glad to see a cocos2d port for android. :)
I would love to take my games cross platform, will have to look into this.
Yeah, that's pretty cool. Looks like there is a way sto go but it would be nice to have a fairly straightforward way to go from cocos2d on the iPhone to the android platform.
Cocos2d for android's a bit ambitious, maybe a solid port of cocos1d would be more realistic ;)
Hasn't Android Cocos2D been "in the works" for nearly a year? There doesn't appear to be much progress, certainly not enough to base a project on.
The port to android lacks some support, or donation...
If google can support this port(so that all iphone cocos2d games can port to android easily), it would be much faster..
cocos2d-android on google code is based on cocos2d-iphone 0.82. It is out-of-date somehow.
I has been working in the upgrade of cocos2d-android(from 0.82 to 0.99.4, many features are left yet), as a part time interest, it takes me about 3 months, and I am sure it needs at least another 3 months to have a full test.
If I can work for it full time, it would be faster.
I just got my Android phone today (well, technically yesterday) so I would love to make Android apps as well now
@zhouweikuan, this is the time all developers think to port their games to android. A cocos2D port would be great. It's not too late, there are not many android engines (right now http://www.rokonandroid.com is the more advanced I think). Don't expect google or anyone else to suppport you if you don't show at least a fully working game with your engine. If you get an engine working and an easy way to port our games, you'll get enough money to live I guess.
I never try to (or even think about) port to android (or any mobile devices).
If I would port my apps, I would try to port to PC, Mac, PS3, XBox 360 etc. these platforms may give much more benefit than AAPL Apps Store. (the number of devices are far more than iPhone, the app price is much better)
@jptsetung, yes, I know that many many teams/games are porting to android. As a freelancer on both iphone and android platform, I have more and more projects to port to android platform. And some projects is ported to android in the request from Google, Google provides Nexus One to them.
For the current cocos2d-android 0.99.4, the actions work, the scene/layer works, so it is very easy to work out an proving game. Actually you can check the engine that many tests work now. As time goes by, I will let more tests to work.
The most benefit to port cocos2d to android is that, many iphone games based on cocos2d can be ported to android in hours or days.
@letmeknow:
You do know that porting your game to PC/MAC/PS3/XBOX 360 etc. would take three to four times more work than porting to an Android mobile device. Because:
a) You're competing with bigger developers with their AAA titles on mainstream gaming platforms. Indie games are overlooked by your average consumer. Unless you make a killer game (ex. castle crashers, braid), you do not stand the same chance to break even as you do on the Appstore or the Android market.
b) You're working with more screen real state. If producing the 2x size required for the retina display gave you a headache... try producing assets with a 55" TV in mind.
c) You will need to redesign your entire control scheme. Touchscreen vs. Physical buttons.
d) Consumers on these dedicated gaming machines have higher standards. Your USUAL PS3/360 gamer wont prefer playing a game with Angry Birds graphics when he can play eye candy like Final Fantasy XIII on the same machine.
Android devices are quickly growing in numbers. Java is easily accessible. The SDK is free. So in my opinion, it's only logical for an Apple app developer to consider Android distribution... even if your only reason is to save time generating new assets. Time is money.
@Kitsune: sure I know it will take much more time but not quite, since you have the story, screen design, the sprites, etc. the work now is just coding. It saves much time than developing from scratch.
The reason I would like to port to PC,Mac, etc. not because of the technical aspects. it because of business.
I believe Android market is far worse than Apps Store unless you only make free game and your major benefit is from Admob. (I don't know if it's true or not but a source told me that the sales of paid apps in Android market much less than 10% of Apps Store)
To the PC game market, I do not know how hard it is to get in but I do know that the game price is more than 10 times of iPhone games, and the number of devices/users are nearly unlimited (a billion?).
The Android market is not "far worse" than the app store. Please do not make these assumptions just because you think it is or a "friend" tells you it is... because no, it's not. It is not on par with the AppStore yet but it is growing at an alarming rate. The Android Market is just as serious business as the Apple App store is. For what it's worth, then I'll speak from experience: I've worked with a humble team of 4 people for the past decade... we have 1 title on the 360, 1 on Steam(PC/MAC), a lot of flash games, 3 titles on the iPhone and just 1 on the Android so far(1 in dev). Guess which platform we've profited from the most? It's not like I'm just making blind assumptions without prior experience... please don't be offended, I'm not trying to be condescending or anything... I'm just trying to share my experiences.
RE: Porting to PC/Playstation/Xbox: Please read my other post again. There is a reason why us indie developers don't make "Billions" releasing on these platforms. Unless you're offering consumers the "Super Nintendo quality on your High Definition console experience"... I doubt you think your sprites generated for a 320x480 screen looks good enough for a platform that supports 1920x1028 resolution no? Sure the game prices are 10 times the price of iPhone games and you'd make a lot of money I guess? But really what are you comparing iPhone games on these platforms with? Halo? God of War? Final Fantasy XIII? Can you name ONE indie game that made it so big on these platforms? There is a reason why they are priced as such because they need to pay off dozens of people, publishers, marketing etc. There is a reason why there is no "gold rush" on these platforms, and I think it's pretty clear what that reason is.
@kitsune: the source I mentioned is from a very famous company.
You're right, maybe because you are more experience than me in game industry. I can't name indie game that be successful on these platforms but I believe some games are more successful on these platforms than on iPhone, such as plants vs zombies, bejeweled, etc. (since the price is 10 times more, they only need 1/10 customers to have the same revenue, but they surely have more customers on these platforms)
Out of this topic scope:
- Some games you mentioned above are just too big to be on iPhone, and if they make it on iPhone, they surely get a big loss in cost. Chaos Rings from Square Enix is an example, the number of staff (credits) is about 100, the price $12.99 is just overkilled to iPhone customers, and now just having some 2600 ratings (the number of customers may be 10-20 times more), it's a big loss isn't it? But it shall be a different story if it's developed on PC, PS3, etc.
I'm not sure if you understood what I was trying to say on my last two posts. Please read them again. I was not arguing with you about the profit you would make from selling on PC/PS3/360 platforms. No doubt you will make money if you produce a good game that somehow becomes popular. I was merely stating that porting an iPhone game to a Playstation 3 will take more than just "coding" as you said. Playstation games and iPhone games are totally different beasts. You cannot expect people to embrace your iphone game the same way as they will on a big boy console like the Playstation. You cannot expect art assets produced at low resolution to magically become detailed on high definition.
As you said "you are not interested AT ALL" or in your words "have never thought of" porting your iPhone game for Android. I was merely saying "It is easier" plus also "more sensible" to port an iPhone game directly to an Android device and not a high definition gaming machine such as a Playstation 3 or an Xbox 360. I was not comparing an iPhone game to Halo or God of War. I'm saying YOU probably should compare YOUR iphone game to these because these are your competition if you decide to port an iPhone game to a console. I also did not say God of War or Halo should be put on an iPhone, I was stating them as examples of YOUR competition should you port your iPhone game to a high definition console. Just because you release a game on a PC/PS3/360 does not mean you will make money.
Again before you reply this is what I have been trying to say with my replies:
- If you have the knowledge, It totally makes sense to port your iPhone game to an Android device because they are in the same market; you are catering the same audience. This audience does not expect you to sell them StarCraft for $1. They just want their Birds Angry, Gods in their Pockets, Smashed Zombies and their Tounges... uhmm Sapused(?).
-Just dismissing the concept of distributing for Android just because you THINK people wont buy it and stating it as if it was FACT is just silly.
- Direct iPhone 2D game port to Playstation 3/Xbox 360/PC is not as simple as "changing the code" just because you have the story and the sprites. It is... again... just silly.
Sorry to revive a dead thread, but I just discovered WiEngine, which is a working, relatively up-to-date port of Cocos2D for Android. It also includes some Android-specific features that the "Cocos2D-Android" project doesn't have. All the documentation is in Chinese, but the APIs are all the same so Cocos2D developers should have no trouble with it. It's also released under an MIT license.
Since the website can be difficult to navigate if you can't read Chinese, here's a download link. If it doesn't work you may need to create an account and sign in.
I'm currently porting my Cocos2D-iPhone game using this framework and it seems to be going well.
use google chrome, it can translate chinese properly.
To Mitch Lindgren:
your download link is obsolete, try latest 2.3.0 version. Don't worry about documentation, if you understand cocos2d, you can understand WiEngine easily. 400+ demo is included in sdk and you can learn from it.
http://www.wiyun.com/site_media/wiki/attachments/WiEngine_sdk_android_2.3.0.zip
i use WiEngine2.2 for port my game to android (For 2.3 i never try)
it good performance...but now i have problem about "Mask" ...
in cocos2d iphone i use this example code
- (void) visit
{
glEnable(GL_SCISSOR_TEST);
if ([appDelegate get_modeRetina]) {
glScissor(dataX*2,(dataY-dataH)*2,dataW*2,dataH*2);
} else {
glScissor(dataX,(dataY-dataH),dataW,dataH);
}
[super visit];
glDisable(GL_SCISSOR_TEST);
}
but in WiEngine i don't know
webboard of WiEngine now i cannot visit it. i don't know why.
who have solution or have know how please help me
thank you.
ps. sorry for bad english
You should try 2.3 because it added setClipRect method for wyNode, exactly the "mask" you want.
Some demo use it, you can investigate them to learn how to use. (for example, WiEngineDemos/Node/TMX Tile Map, try press Menu key to see how it works)
WOW!!!!!! this good news
thank luma.
anyone know what the difference between WiGame SDK and WiEngine is? If WiEngine is a version of cocos for Android then what is WiGame SDK? thanks!
WiEngine is a free android 2d engine. WiGame is a game social sdk, likes OpenFeint.
ok - that makes sense now, thanks.
Just tested the WiEngine in emulator and it looks cool.
Did anybody port his game using this library successfully so far? Any issues on memory leaks, performance, etc?
I'm in between of a decision with cocos2d android port and this one.
Actually WiEngine doesn't advocate itself too much so maybe most people don't know it. But definitely somebody is porting his game using WiEngine, just in this very topic you can see one.
Memory leak is nearly none. I can't say zero because we found several and they will be fixed in future release. So generally you don't need worry about this problem if you follow the code style.
cocos2d android is written by Java and WiEngine is developed by C++, the performance is obvious.
You can dive deeply into WiEngine demos to get more fun and help your decision.
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