Cocos2d for XNA 0.1.1 release
Download¶
http://cocos2d-x.googlecode.com/files/cocos2d-x-for-xna-0.1.1.rar
Changelog¶
- Bug #1153 The isBlendadditive attribute has affected other sprites
- Bug #1154 The single particle can't rotate
- Bug #1049 CCMenuItemToggle will grow large after quick clicking
- Bug #1048 ccBlendFunc doesn't work
- Bug #1021 It's invalid to set color of cclayercolor
- Bug #1012 it crashes when using the plist created by Particle Designer
- Bug #1013 in the parser of CCTMXTiledMap, MapSize and TileSize are the same
- Bug #1016 CCMenu::menuWithItem will cause crash
- Bug #989 The particle turns black when it expires
- Feature Part of scene transitions
- Feature Part of effects
Cocos2d-x Devcon was successfully held in Beijing
On 31st of March, the fourth CocoaChina Developer Conference and Cocos2D-X Technical Seminar were successfully held in Beijing. This year's Devcon focuses on technical part of the open source game engine Cocos2D-X. Speakers including the father of Cocos2D Ricardo Quesada, Cocos2D-X founder Walzer, Chukong Inc. CEO Haozhi Chen, CocoaChina founder Guanqun Liu, Net Dragon Product Manager Jianfeng Zou and many more experts in the industry participated in this event. Dozens of high profile industry leaders including from Google, Intel, Microsoft and around 1000 developers attended the event, some are even from outside China.

The opening addresser Haozhi Chen the CEO of Chukong Inc. shared their stories and experience on developing their game "Fishing Joy" with Cocos2D-X. "Fishing Joy" were downloaded and installed 61.5million times, with 4.5million daily active players.

Ricardo Quesada then shared his vision in "Cocos2D Past, Present and Future". The Past revealed the whole story behind the open source game engine and its community. The Cocos2D leader shows that there are about 3500 apps released based on Cocos2D and also the Cocos2D game engine family tree. The Future we see that there are bunch of tools lined up in 2012, such as the WYSIWYG editor CocosBuilder. On top of that, there are more feature in progress such as Javascript binding for both Cocos2D-x and Cocos2D-iphone, which will ease your game development, and same piece of code will work on 2 branches. Lastly the widely anticipated HTML5 version of Cocos2D also in the work.
Video of Ricardo's presentation is available here
Afterwards Walzer presented the "Stories of Cocos2D-X Communitiy", unveils that there are over 100million games downloaded that were developed using Cocos2D-X. The development of Cocos2D-X were split between "Coverage" and "Depth". Coverage signifies better support for more platforms; Depth represents more features such as Javascript and LUA binding, OpenGL ES 2.0 & DirectX 11 etc. Walzer also explained how to participate and contribute to Cocos2d-X community, and announced assets portal on Cocos2D-X website where everyone can contribute plugins, tutorials and subset features. The planed schedule is April: Cocos2D-X 2.0 Stable release & CocosBuilder Support, May: Cocos2D-HTML5 alpha. Walzer showed a Tetris demo that the same javascript source code can run on top of cocos2d-x + javascript binding on iOS, and on top of cocos2d-html5 in Chrome. That means sooner or later, you can write cocos2d game once in javascript, and pack it in native way, or run it in the browser.

Next, engineer of Google Kun Hu explained why Google have chosen to be the sponsor Cocos2D-HTML5 framework. Cocos2D-X core developer Sean Lin introduced Cocos2D-HTML5 framework and important features. The highlight of the show is when Sean demonstrated a stress test of early Cocos2D-HTML5 build, where 1000 sprites smoothly moves and crowded the screen in Google Chrome while still maintaining around 30 FPS, all this is inside a no hardware acceleration canvas2d environment.
Then, engineer of Microsoft Tory Xu and Cocos2D-X core developer Minggo Zhang introduced Cocos2D-XNA. Minggo talked about the connection between Cocos2D-XNA and Cocos2D-X, the features of Cocos2D-XNA, and how to port existing games to Cocos2D-XNA.
“Growing up with the open source Community”, Jianfeng Zou from NetDragon talked about Cocos2D-X optimizations and tools made by Netdragon. For example, the Mac port, which is submitted to merge with Cocos2D-X; the Texture Memory Inspector, which will help optimizing texture memory usage, and is about to be submitted to the open source community. NetDragon has also made many more tools such as protocol generator, AnimationEditor, Lua script binding. NetDragon have also made their own version of cocos2d-x with LUA on windows phone 7.
In addition to those speakers, there were many more guest speakers shared their stories and experience in developing multiplatform game with Cocos2D-X. Xuxin Zhang the CTO of Nebula shared their story behind "Crazy Castle" development with Cocos2D-X; Zhimeng Wang the senior engineer of IM2.0 shared their story behind "Funny Sango TD development with Cocos2D-X; Zhendong Wang the COO of AStepGame shared their experience in porting the game "Three Kingdoms TD: Legend of Shu" to Cocos2D-X; David Liu the CEO of RedAtoms shows the audience "Multiplatform Game Development using Cocos2D-x"
The Fourth CocoaChina Devcon lasted the whole day, provided rich opportunity for Cocos2D community to share their experiences and knowledges. It is also successful for industry insight and marketing experiences.
Almost 200 media reporting the whole event. Netease and CSDN have also created their special event site:
Netease: http://tech.163.com/special/2012cocoachina/
CSDN: http://subject.csdn.net/cocoachina2012/
- http://cocos2d-presentations.googlecode.com/files/Cocos2dDevconChina-20120331.zip
Ricardo Quesada also shared his presentation and photos at - http://www.cocos2d-iphone.org/archives/1866
cocos2d-1.0.1-x-0.13.0-beta release
Download¶
cocos2d-1.0.1-x-0.13.0-beta.zip
Attention¶
Please use ndk-r7b to build android native codes.
Primary features¶
- support new ipad
- simplify Android.mk written
- accelerometer simulation for iOS simulator
- play background music and effect from sdcard or other path
New documents¶
Changelog¶
- all platforms
- iOS
- android
- blackberry
- Feature #1015: add CCEGLView::EventHandler class and window group id for CCEGLView
- marmalade
- Bug #626: fix a but that application doesn't terminate on exit
- win32
- lua
- Bug #1058: fix a bug that CCLuaEngine to call CCTouch::locationInView () use not exist parameter view id
- Bug #1074: executeFunctionByHandler() not remove parameters from stack, after pushFunctionByHandler() failed
- Bug #1075: invalid C++ class register order
- Refactor #1030: rename executeFunctionByRefId() to executeFunctionByHandler() and add some lua support functions
- linux
Cocos2d-x Devcon will be held in Beijing on 31st March
On 31st March, the 4th CocoaChina Devcon and Cocos2D-X technical seminar will be held in the Beijing Theater. Ricardo Quesada, the father of Cocos2d, will land in Beijing and will be speaking on this event. From inside China, Haozhi Chen the CEO of Chukong Inc. Beijing, Walzer Wang the founder of Cocos2D-X, Jianfeng Zou the product director of NetDragon Websoft Inc. and many more well known game developers and publishers will be attending the event to share insightful experience and secrets in developing games with Cocos2D-X. The ticket price of this year's event will be reduced from 288RMB to 100RMB, book now to receive free bonus gifts!

The official website of CocoaChina Devcon was launched in early this March, you can now get latest information on the event from the official website. You can also securely book online through one of the many payment gateways. You will receive comfirmation after payment process including your seat number and other related information in email, you then only need to bring your ID to gain access to the venue.

Since the launch of the offcial website, we have received over 500 bookings online, estimation puts final figure at 1000 bookings, and tickets will be sold out before or during the weekend. Book online now to receive free gifts including Cocos2D-X limited edition coat, Cocos2D-X booklet and a disc containing all the contents from the event. Log on to the offcial website to find out more at: http://devcon.cocoachina.com

This year's event will focus on Cocos2D-X game development. At the same time, it is also a great networking chance for you to meet people around the game industry. Dozens of high profile industry leaders will be attending the devcon including Google, Intel and Microsoft. Dozens of high profile iOS app experts and developers from China will also be speaking, topics covering technical part of Cocos2D-X engine, and the future of mobile and online gaming to give you direction and inspiration. The event will be also providing rich networking opportunity to meet and collaborate with many iOS app developers and teams, and creates the opportunity of joint venture and venture capital.
About CocoaChina¶
CocoaChina is the first and biggest iOS app development community for Chinese developers around the world. The website provide complete and latest insight information in app development, information and services, with the moto "obtain, solve, share" that strengthens communication activities and sharing. CocoaChina strongly believes that with everyone's participation, there will be no limit in knowledge sharing.
About Chukong Inc. Beijing¶
Chukong Inc. Beijing, founded in early 2010, focuses on rapid growing market of mobile apps and games. With the biggest Chinese IOS app development website and many top selling and ranking apps under its flag, it has funded into the most promising and also the most used cross platform game engine: Cocos2D-X. As the end of February, the game "Fishing Joy" which was developed in-house have being downloaded and installed 53 million times, with over 5 million active players, it is the most popular mobile game made in China.
Cocos2d-x Session on GDC2012
In the last week, I had a nice trip in SanFrancisco.
1. Discussion of Cocos2d Roadmap¶
Firstly, I met Ricardo Quesada, the leader of cocos2d, with Rolando Abarca and Surith. After discussion, we made long-term goal clearly, and will work seamlessly together, to enhance cocos2d to a framework with more powerful, popular, and of course: easy to use.

From left to right, Rolando Abarca (funkaster), Ricardo Quesada (Riq), Zhe Wang (Walzer)
2. Cocos2d-x Session on GDC2012¶
On Mar 8th, cocos2d-x session on GDC2012 is very successful.


Glad to met cocos2d-iphone/-x developers from different countries, and shared our growth, our vision of cocos2d open source project with audience.
3. Download all-in-one zipball of GDC presentations¶
http://cocos2d-presentations.googlecode.com/files/GDC2012-walzer.zipThis zip ball involves
- Keynote on cocos2d-x presentation
- Tweejump demo, how to easily port it from win32 to iOS and Android
- Tetris in JS. This is the first time we disclose the javascript binding of cocos2d-x.
WARNING: JavaScriptCore is licensed with LGPL, so on iOS, you can only play with it, but had better not to distribute your game with it, unless you are ready to open your c++/objc sources in your game.
Turn your tunes on, cocos2d-iphone/-x will work together in the future, and bring more surprise to everyone 
cocos2d-1.0.1-x-0.12.0 release
Download¶
Primary features¶
- support for bbndk2.0
- build cocos2dx as a staic library, make it more stable on Android, Bada and QNX when using dynamic_cast
- add CCNotificationCenter
- make android template supports box2d, chipmunk and lua
refer How to create android project with script for usage - refactor lua support
- implement Accelerometer Simulation for Win32
New documents¶
Changelog¶
- all platforms
- Bug #925: rename HelloWorld/Resource to HelloWorld/Resources
- Bug #948: fix a bug that CCMutableArray::getIndexOfObject returns 0 on both "index 0" and "not existing"
- Bug #951: remove definition of NSMutableSet
- Bug #961: fix mad behaviour in second stage of CCEaseBackInOut
- Bug #965: remove some dynamic_cast calling since selector_protocol.h was removed
- Bug #967: fix a bug that PVR Textures cannot be reloaded after GL context lost
- Bug #986: add init() funciton in CCMenu class
- Feature #952: make CCLabelBMFont supports other languages, include Chinese, Korean, Janpanese and so on.
- Feature #972: add Support for CCNotificationCenter
- Refactor #933: refactor CCUserDefault
- Refactor #958: move the implement of SelectorProtocol to CCObject
- Document #975: add comment for CCTMXTiledMap::getMapSize and more methods
- iOS
- android
- Bug #947: fix a bug that long chinese string causes closed loop on android
- Bug #950: fix a crash when touching the screen because of RTTI
- Bug #954: fix a bug that accelerometer axes inverted on android tablet when setting orientation to portrait
- Bug #957: fix a bug that when running textInputTest, application enters background after input character and click back key on android devices
- Bug #959: fix a bug that get wrong multitouch id
- Bug #964: fix a bug that can not show whole charactor
- Bug #971: fix dynamic_cast error on android
- Bug #1008: fix a bug that missing "return" in SimpleAudioEngine::getEffectsVolume() method on android platform
- Feature #982: make android template supports box2d, chipmunk and lua
- Refactor #970: use modules in the Android NDK build
- bada
- Bug #984: sse static library for cocos2dx project on bada and qnx platform
- blackberry
- Bug #960: detect when the application goes and return from background in QNX (Black Berry Playbook)
- Bug #962: fix some bugs on qnx port
- Bug #963: fix a bug that applicationWillEnterForeground will be invoked twice when application is launched
- Bug #968: fix a bug about "Out of bound" in CCFileUtils::getWriteablePath() for BlackBerry
- Feature #994: add support for bbndk2.0
- marmalade
- Bug #995: modify project configure for marmalade port after adding extension support and refactor resource folder
- win32
- Feature #969: implement Accelerometer Simulation for Win32.
- lua
Small Street by Glu Mobile, and Hero Academy by Robot Ent
Yesterday, the famous game company Glu mobile release a casual game Small Street based on cocos2d-x. Now this game is in New & Noteworthy of AppStore Chinese area.
Two cocos2d-x games are listed in New & Noteworthy today
Besides Small Street, another one is Hero Academy, produced by Robot Entertainment
Download Small Street http://itunes.apple.com/us/app/small-street/id469231744?mt=8
Download Hero Academy http://itunes.apple.com/us/app/hero-academy/id488156323?mt=8
Thanks to these two companies that mention cocos2d-x in the credits/about layer.
Hello Windows Phone 7!
(The original post is here: http://www.cocos2d-iphone.org/archives/1801 )
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:
- 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 
Outstanding cocos2d-x game, BattleLand Warrior vs Monster
I don't like to advertise a particular game here, but this one is an exception
After input more than 30 hours and $30 dollar to a cocos2d-x based game <BattleLand: Warrior vs Monster>, I realize that MMORPG is still my favoritest kind (maybe tower-defense is the 2nd favoritest, haha )
The combat effects are so awesome, how can KongZhong corporation create these effects via cocos2d-x, amazing. Very cool
Download from App Store: http://itunes.apple.com/app/id477091312?mt=8.
I paid it for $6 but today its free for a limited period. (woa, give my money back!)

Highlights:
1. Challenge global real players in Arena. Keep a close watch on your revenge. // Well, I used to hit rank 30 :)
2. Opening Game System with 7 classes, 14 roles, 40 skills and 500+ equipments. // I highly recommend Paladin and Assassin
3. Hundreds of strategies to be chosen, win or lose depends on your keen judgment.
4. Different strategies bring different experiments. Change game roles at any time and try them all out as you want!
5. 200+ hours game play, 36 trails maps, 100+ monsters and amazing animations.
6. Powerful equipment reinforce/reforge system and skill reset system.
7. You can have 3 characters in one server.
cocos2d-1.0.1-x-0.11.0 release
Download¶
Primary features¶
- support Blackberry Playbook
- use RTTI
- make marmalade port more stable (Thanks to Giovanni Zito & Francis Styck's contribution!)
New documents¶
- How to run HelloWorld and Tests on BlackBerry Tablet OS
- How to create qnx project with script
- How to use jni
- How to build and run HelloWorld
Changelog¶
- blackberry
- Feature #907: support Blackberry Playbook. Thanks to BlackBerry engineers' contribution!
- all platforms
- Bug #752: fix a bug that enable and disable touch more times in touch handler callback function may cause memory leak
- Bug #911: fix a bug that TextureCache::addUIImage() cannot create texture when key is null
- Bug #920: export export functions in CCAffineTransform with CC_DLL
- Bug #922: make CCTexture2D::setPVRImagesHavePremultipliedAlpha() to be a static function
- Bug #926: fix a crash caused by RTTI when running TouchesTest
- Bug #936: fix a bug that touch menu item may crash when selector is null
- Feature #892: use RTTI to simplify the codes
- Feature #903: add touch index for CCTouch
- Refactor #934: add 'isEqual' function for CCString, make CCObject::isEqual to a virtual function
- Refactor #940: use new icons and new background pictures with new logo of cocos2d-x
- android
- Bug #923: fix a bug that CCTextureCache::addImageAsync() crashes when a game enters foreground from background
- Bug #906: remove unneeded codes in CCImage_android.cpp
- Bug #910: fix a bug that create-android-project.bat may erase exist folder with appointed name
- Bug #884: fix a crash error caused by CocosDenshion on android simulator
- Bug #921: fix a bug that accelerometer axes inverted in Motorola Xoom tablet
- Bug #928: fix a bug that 16-bit texture is changed to 32-bit after application enter foreground
- Bug #935: fix a bug that terminateProcessJNI() invoke wrong jni function
- Bug #937: fix a compiling error on android x86
- Bug #941: fix a bug that volume of background music may not in [0, 1.0]
- Feature #887: define GL_GLEXT_PROTOTYPES = 1 automatically when compile on ndk r7
- Feature #919: improve build_native.sh and create-android-project.sh
- Refactor #924: make loading music resources thread safe
- Document #837: Write a document describes how to use jni
- Document #914: update document to fit android r5~r7
- iOS
- bada
- Bug #918: fix a compiling error after renaming airplay to marmalade
- Bug #927: fix a crash caused by invoking unloadEffect after invoking stopEffect
- Bug #938: fix a bug that glGenFramebuffersOES isn't supported on wave m device
- Bug #943: fix a bug that box2d can't be compiled successfully on bada sdk 1.2.1
- Refactor #904: Recreate bada 2.0 projects
- win32
- Bug #915: fix a bug that msvc template uses old version of .cpp files
- linux
- marmalade
- Refactor #908: merge marmalade to latest cocos2d-x source. Thanks to Giovanni Zito and Francis Styck's contribution!
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