Top 3 Cocos2d-x Games Recently

Added by Zhe Wang 4 months ago

Our community has seen some top games recently.

Contra: Evolution

The first one is Contra by Konami.

I'm so exciting because Contra was the first electronic game in my childhood. It marked the very beginning of my gaming career. Now Konami has ported this very game onto mobile using on cocos2d-x. The game claimed the #1 spot of top paid chart in 24 hours since its release.

But it's a pity that, Contra has been only released in AppStore's China, Hong Kong, Macau and Taiwan region so far. Other regions may come sooner or later, I'm not sure.

In my opinion, without 31 lives, Contra's mobile version is too hard for me. Maybe I'm not skillful enough. As the matter of fact, we can always purchase diamonds for more lives.

I'm MT Online

I'm MT Online is a game based on a popular cartoon animation I'm MT. The game adopts Collectible Card Game approach to express the playful and colorful characteristics of the animation, the game also has deep reference to all kind of dungeon instances of World of Warcraft, which attracts hords of ex WOW players.

I'm MT Online currently occupies the #1 spot in both Top Paid and Top Grossing chart of AppStore China region for 3 weeks in a row. AFAIK, they have no English version now.

ZENONIA 5: Wheel of Destiny

Well, this is a global one.

"The #1 RPG in over 25 countries worldwide" - Gamevil, the largest mobile game company in South Korea.

ZENONIA 5 is not doubt to be the most visually stunning ARPG cocos2d game of all times. These days I'm having a good time in it, playing a lv32 berserker.

This is Gamevil's official trailer on youtube:

And More?

If you have an awesome cocos2d-x games in the tops charts or was featured, please let me know. Sending diamonds and golds in your game to cocos2d-x dev team will be very much appreciated :)


Sample Codes of Cocos2d Beginner's Guide are ported to C++

Added by Zhe Wang 4 months ago (5 comments)

Some one here may have read this book

Thanks to Arvant, he ported sample codes of this book to C++, based on Cocos2d-x v2.0.4, release them as free.
As his words, "this code is the best tutorial for cocos2d-x beginners. These chapters have been tested successful on different platforms, involves windows, linux, ios and android."

And this work has been permitted by both the author of cocos2d beginner's guide and its publisher Packtpub.com.

Download the ported sample code from Arvant's blog FOR FREE: http://www.Alcohol2D.com
Buy Cocos2d for iPhone 0.99 Beginner's Guide from Packtpub http://www.packtpub.com/cocos2d-iphone-099-beginners-guide/book


Cocos2d 2nd Coordinated Release

Added by Shun Lin 4 months ago (2 comments)

We are happy to announce the 2nd coordinated release of the cocos2d family.

We are releasing:

  • CocosBuilder v3.0-alpha1
  • cocos2d-html5 v2.1.1
  • cocos2d-iphone v2.1-rc0
  • 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.

Download

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

Download

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.Jump, cc.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

Download

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.

cocos2d-x

Download

Highlights

  • Added CocosPlayer support for Android. For forther info refer to this document
  • Added Japanese language support
  • Added Lua support on Linux
  • Added stackable support for position actions like CCMove*, CCJump*, CCCatmullRom*, etc.
  • Added filename lookup support in CCFileUtils
  • Added Support two strategies of loading resources. For further info refer to this article
  • Remove all deprecated methods to reduce warning message when compiling
  • gles20 branch is replaced with master in github
  • JSB improvements:
    • Added sys.localStorage support fo JSB
    • Updated SpiderMonkey to v18.0

More information

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

New game and improved tests

Crystal Craze

Crystal Craze, a simple match-3 game was added.
Features:

  • Designed with CocosBuilder
  • 100% JavaScript
  • Runs at 60 FPS on iPhone 3GS
  • Uses particles, sounds and batch nodes
  • Runs on Web (on top of cocos2d-html5), on iOS (on top of cocos2d-iphone or cocos2d-x) and on Android (on top of cocos2d-x)

cocos2d tests

Many tests were added.

How to run the games and tests

For further information regarding how to run the tests, please visit this page: cocos2d JS tests

Thanks

Many thanks to all the developers, contributors and testers from the cocos2d (html5 / iphone and x) and CocosBuilder communities!


Games with Cocos2d-html5 in Ludum Dare Game Jam

Added by Zhe Wang 4 months ago (3 comments)

2012 was a great year for HTML5, it has already become the platform of choice in game jams.

We saw hundreds of HTML5 games being made in last year's Ludum Dare, in which, games were being made in 48hours. Out of all Ludum Dare HTML5 games, 11% were made with Cocos2d-html5 since its release.

"Bag a Bride" created by Hao Wu, a core developer of cocos2d-html5, was rated 11th in Humor and 101th Overall out of 1326 entries in Ludum Dare 25. This game was made in 48 hours, featuring Chipmunk physics, original art and sound.

check it out: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18317
play it on github: http://wu-hao.github.com/LudumDare25/
It's open source: https://github.com/Wu-Hao/LudumDare25

other cocos2d games in Ludum Dare
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&q=cocos2d
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&q=cocos2d

If you have a cool cocos2d game in code jam, please tell us :)


A New Animation Solution based on SWF for Cocos2d

Added by Minggo Zhang 5 months ago (2 comments)

Thanks to Raymond Lu, who creates a tool named Super Animation Converter, which is a simple SWF (a file format supported by Adobe Flash Player software) converter. It can parse and extract transformation data from SWF file, then you can use the result to create an animation in cocos2d-x.

More detail information please read this thread.


Not reloading resources when going to background on Android

Added by Minggo Zhang 5 months ago (23 comments)

A good news is that there is an approach to keep OpenGL context when going to background on Android. More detail information please checkout this pull request.

Many developers and me have done test, it worked ok. But I am not sure if it works great on most Android devices. So please help us to do test and write down the result here.

You should comment the reloading resources in main.cpp for your application.

Thank you.


The first joint release of the cocos2d family

Added by Minggo Zhang 6 months ago (11 comments)

Introducing the cocos2d multi-plaform 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.

Download

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

Download

Hightlights

  • 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 v2.1 release notes.

cocos2d-iphone

Download

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.

Download

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.

Try our samples online

Watermelon with Me

CocosDragon

MoonWarriors

cocos2d tests

Thanks

Many thanks to all the developers, contributors and testers from the cocos2d (html5 / iphone and x) and CocosBuilder communities!


Gaming With BlackBerry

Added by Erik Oros 6 months ago

Greetings Cocos2d-x community!

For those that don’t know me, my name is Erik and I am an Application Development Consultant with Research In Motion. I am pleased to bring you news of two BlackBerry events coming this week for mobile game developers.

The first, being held on November 15 (Thursday) between 11:00AM and 12:00PM (EST), is a webinar pertaining to HTML5 Gaming with a focus on the BlackBerry 10 platform. We will discuss Canvas2D, WebGL, and non-graphical topics such as audio, social integration, and others.

For more information, and to register for the HTML5 Gaming webinar, please follow the URL here:

http://devblog.blackberry.com/2012/11/webcast-html5-gaming/

The second event, the BlackBerry Game On Port-a-thon is happening November 16-17. This is an opportunity to bring your games to the BlackBerry platform. We’ll have BlackBerry advisors on hand to help with any questions you may have, as well as awesome rewards! What kind of rewards? How about online technical support, $100 per approved game (up to 20 games), BlackBerry PlayBook tablets, and BlackBerry 10 Dev Alpha devices.

Check out the following blog post for more information and a link to register for this 36-hour virtual bonanza:

http://devblog.blackberry.com/2012/11/got-game-port-a-thon/

A big thank you to the Cocos2d-x community for their support! If you have any questions, please feel free to reach out to me here on the forums (Erik Oros), on Twitter (@WaterlooErik), or directly through email ().


Virtual Economies Anyone?

Added by Yaniv Nizan 7 months ago

I have some great news for those who are integrating virtual economies in their game. We just released a cocos2d-x plugin for The SOOMLA Project - the first virtual economy framework.

SOOMLA is now looking for beta users for our cocos2d-x plugin. If you are integrating virtual economies and in-app purchasing for the first time we can help you through the process (for free):
  • Designing an effective virtual economy system that will be balanced and engaging for users
  • Coding/Programing - the data model, store module and in-app purchasing interface based on our framework

You can check out our open source project at - http://project.soom.la and if you are interested contact us at [email protected] or through their facebook page at www.facebook.com/the.soomla.project

Ilustration of our Virtual Economy framework:


A trap of adding resources into cocos2dx-wp8 project

Added by hex lee 7 months ago

If you download the previous version of cocos2dx-0.13.0-wp8-0.8.zip, you will find some test cases that has marked as pass but can not run properly on wp8 devices.
We sincerely regret this error, as it was caused by our sloppiness

I'll explain why it is not running correctly on devices in debug mode.

In the project of the cocos2dx-wp8, game resources are placed in the Assets directory, this directory is also the root directory of the game resources:

If you want to create a sprite from a picture:

1    CCSprite :: spriteWithFile ("Image / sprite.png");

It will read as:
    "App / Install / PATH / Assets / Image / sprite.png " 

Not only we need to copy the game resources to the Assets directory, but also add each resource file to the VS project.
So how do we do it specifically?

For example to add sprite.png:

  1. Select Assets filter
  2. Right click -> Add New Filter, named it Image
  3. Select Image filter
  4. Right click -> Add Existing Item...
  5. Choose the $YOUR_PROJECT/Assets/Image/sprite.png

This seems to work, but there are still problems:

The problem is, if we add a "sprite.plist" file, according to the above procedures, it is added to the project, but when you run the program, you will found that the program could not find "sprite.plist"!
Why is that? This problem has also plagued me for long time, fortunately, this has been resolved The reason is that only the file formats that Visual Studio can identify will be automatically packed into the app package, such as images: png, jpg. If you right-click to view the properties of these files, you will find the “Content field” is set as “Yes” and “Item Type” is set to properly type, such as "Image" in case of sprite.png
However VS does not recognize “plist”, so its Content is set to "No" and it’s “Item type” is set to "Does not participate in build”, which means plist files will not be packed into the application package.

The solution is very simple, that is to set the resource file Content field to “ Yes” , the Item type field to “Does not participate in build”.

The reason why it works in the Emulator but not on the physical devices is because Device Debugging configuration forgot to add those attributes to files.

The cocos2dx-0.13.0-wp8-0.8.zip was updated, Please download again with the same url.
Download Zipball: http://cocos2d-x.googlecode.com/files/cocos2dx-0.13.0-wp8-0.8.zip


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