Cocos2d-html5 Showcase

Added by Zhe Wang 12 months ago (8 comments)

This is a showcase of cocos2d-html5 alpha, including many features just as:
  • Parallax background
  • Tilemap
  • Actions
  • Ease
  • Frame animation
  • Schedule
  • Labels
  • Keyboard Dispatcher
  • Scene Transition.

Art and audio is copyrighted by Enigmata Genus Revenge, you may not use any copyrigted material without permission.

This showcase is licensed under GPL. You're welcome to use this as a simple tutorial for your upcoming html5 game :)

(Controls: Use WASD to move your ship)
If its too slow in this page, it may caused by iframe tag. Visit http://www.cocos2d-x.org/MoonWarriors/index.html and play it directly.

Download the source code from: https://github.com/ShengxiangChen/MoonWarriors


cocos2d-2.0-rc0a-x-2.0 released

Added by Minggo Zhang 12 months ago (10 comments)

Download

cocos2d-2.0-rc0a-x-2.0.zip

Attention

Please use ndk-r7b or upper version to build android native codes.
Android supports opengl es2.0 since 2.2.

Primary features

  • use opengl es2.0
  • support CocosBuilder
  • integrate some extensions, such as CCControlExtension, CCNotification, CCListView
  • start javascript binding, you can refer "testjs" project
  • only suport iOS, Android and win32

New documents

Focus on gles2.0 branch

We move our focus onto gles2.0 branch.
As you see, this branch integrate some useful extensions, support CocosBuilder and so on.
And we will only add javascript binding in this branch.

So if you have some improvements, some bug fix to contribute, please commit your source code to gles2.0 branch. Thank you.

Changelog

  • all platforms
    • Bug #1094: fix a bug that nothing will be shown when using CCParticleBatchNode
    • Bug #1115: fix a bug that CCFileUtils::fullPathFromRelativePath() with resolution parameter return error value with empty string
    • Bug #1137: fix a memory leak in CCLabelBMFont and sync the implementation of CCLabelBMFont to gles20 branch
    • Bug #1138: fix a memory leak in CCTextureCache::addPVRImage.
    • Bug #1155: revert CCDirector singleton to original implementation
    • Bug #1157: fix a bug that nothing is shown in TMX Orthogonal Test
    • Bug #1158: fix a bug in CCParticleSystemQuad
    • Bug #1159: update "CallFuncND + auto remove" test demo
    • Bug #1160: rename 'CGFloat' to 'CCFloat'
    • Bug #1164: add the render mode which uses VBO without VAO in CCParticleSystemQuad
    • Bug #1165: merge pull request #842
    • Bug #1187: fix a bug that spanish(Buen día) cannot be shown completely in CCLabelBMFont unicode test
    • Bug #1189: CCLabelBMFont updateLabel() optimizations and fixes
    • Bug #1212: fix a bug that TMXBug787Test crash.
    • Bug #1217: fix a bug that EaseActions reverse broken
    • Bug #1232: fix a bug that CCLayerGradient::updateColor() assign wrong value to m_pSquareColors
    • Bug #1244: fix memory leak in CCParticleSystem::initWithDictionary()
    • Bug #1273: fix a bug that app will crash after clicking closed button in TextureCacheTest
    • Bug #1275: fix memory leaks in tests project
    • Bug #1277: implement CCToggleVisibility::copyWithZone()
    • Feature #1114: integrate CCControlExtension and implement corresponding tests
    • Feature #1180: synchronize CCConfiguration
    • Feature #1194: merge texturewatcher contributed by NetGragon
    • Feature #1205: add ccbreader and test case for CocosBuilder
    • Feature #1240: support TIFF format picture
    • Feature #1258: merge Rolando's testjs into gles20 branch
    • Refactor #1156: synchronize CCDirector
    • Refactor #1166: improve CCString and CCArray, optimize CCDictionary
    • Refactor #1176: change linebreak symbol to UNIX format ('\n'), replace 'tab' with four spaces
    • Refactor #1177: refactor platform
    • Refactor #1178: use macro NS_CC_BEGIN instead of "namespace cocos2d {", NS_CC_END instead of "}"
    • Refactor #1188: refactor directory structure
    • Refactor #1191: update templates for all platforms
    • Refactor #1198: optimize CCTextureCache::removeUnusedTextures()
    • Refactor #1203: remove CCFileUtils::setResource(const char* pszZipFileName) and SimpleAudioEngine::setResource
    • Refactor #1204: refactor AppDelegate::initInstance()
    • Refactor #1206: remove some unused files, only supports iOS, win32 and android
    • Refactor #1211: translate Chinese comments to English for CCTextureWatcher and CCListView
    • Refactor #1246: fix CCDirector using CCLabelBMFont instead of CCLabelTTF
    • Refactor #1252: add CCEGLViewProtocol::getFrameSize() method for getting the real screen size of device
    • Refactor #1253: add static method "purgeConfiguration" for CCConfiguration to avoid memory leak
  • iOS
    • Bug #1109: add parentheses to remove Xcode warnings
    • Bug #1230: fix a bug that Calculation of string width may be wrong on iOS
    • Bug #1266: fix a bug that CCTextureCahce::addImageAsync() don't work correctly on iOS
    • Feature #1095: IOS screen resolution support
  • android
    • Bug #1139: fix a bug that screen becomes black when backing from background
    • Bug #1140: fix a bug that ParticleTest crashed
    • Bug #1141: fix a bug that NodeTest crashed in StressTest1 and StressTest2
    • Bug #1142: fix a bug that TouchesTest crashed
    • Bug #1143: fix a bug that MenuTest crashed
    • Bug #1144: fix a bug that ParallaxTest crashed
    • Bug #1145: fix a bug that TileMap crashed
    • Bug #1146: fix a bug that IntervalTest crashed
    • Bug #1147: fix a bug that ChipmunkAccelTouchTest crashed
    • Bug #1148: fix a bug that LabelTest crashed
    • Bug #1149: fix a bug that SpriteTest crashed when go to second test case
    • Bug #1150: fix a bug that RenderTextureTest crashed at second test case
    • Bug #1151: fix a bug that Box2DTest crashed
    • Bug #1152: fix a bug that PerformanceTest crashed at 1, 2, 5 test cases
    • Bug #1185: fix a bug that when backing to foreground, will lost texture if it uses sprite batch node
    • Bug #1216: fix JNI memory leaks
    • Bug #1229: fix a bug that android port can not be compiled on ndk android-8 level
    • Bug #1236: fix a bug that JniHelper::jstring2string may crash when parameter is null
    • Bug #1237: fix a bug that line number message printed by CCAssert is wrong
    • Bug #1279: fix a bug that NodeNonOpaqueTest can't be shown correctly
    • Feature #1247: add profiler support for android
    • Feature #1265: build dynamic library of spidermonkey for Android, and implement testjs for android
    • Refactor #1179: popup a message box when invoking CCAssert() on Android
    • Refactor #1201: simplify the usage of writing Android.mk
  • windows
    • Bug #1215: fix a bug that Win32 retina cannot work
    • Bug #1251: add CocosBuilderTest to the test project for VS2008
    • Bug #1264: fix wrong string alignment when using utf-8 encoded text with CCLabelTTF
    • Bug #1268: fix a bug that Testjs will crash after clicking the close button on win32
    • Bug #1270: fix some warning on win32
    • Feature #1186: add console window for Win32 application, all debug message output to this console window
    • Feature #1263: build dynamic library of spidermonkey for win32, and add testjs project to solution
    • Refactor #1170: remove win32 template of wophone
  • lua
    • Refactor #1190: update lua binding to 2.0
    • Refactor #1220: using CCString::stringWithContentsOfFile to get string from lua script files

Cocos2d-html5 alpha released

Added by Zhe Wang 12 months ago (6 comments)

We are happy to announce that Cocos2d-html5 alpha is released!

This is the first version of Cocos2d-html5. Most of functionality and test cases from Cocos2d-X are implemented in Cocos2d-html5. Currently, Cocos2d-html5 utilizes canvas for rendering, the API is almost the same as Cocos2d-X and Cocos2d-iPhone. High level API will be wrapped in next phase, which will offer nicer interface for Javascript programmers and will also be compatible with the javascript binding of Cocos2d-x & Cocos2d-iPhone.

Cocos2d-html5 has two menu implementations. One is DOM menu, and the other one is canvas menu. DOM menu will run more efficiently, but the drawback is that all menu items will always above the canvas.

Test cases has being tested and works as expected on
  • Chrome 16 & 18,
  • Safari 5.1,
  • IE 9 & 10
  • Firefox 12.0.

You can download the zipball and start from Getting Started with Cocos2d-html5.

But I think you are as lazy as me. So I prepare the deployed test case on this website from this wiki page .
RUN COCOS2D-HTML5 TEST CASES NOW
You can click and play with them here, with the pre-condition that your browser supports html5

We have not conducted detailed tests on mobile web browsers, as we are currently focusing on desktop environment. The mobile part is the job of javascript binding of cocos2d-x and cocos2d-iphone, that should run in native way.

We want to hear your valuable feed back in order to make Cocos2d-html5 better, please join the discussion on our Cocos2d-html5 subforum:
http://www.cocos2d-x.org/projects/cocos2d-x/boards/19

Download link:
http://cocos2d-x.googlecode.com/files/cocos2d-html5-v0.5.0-alpha.zip

You are welcome to browse through and fork the code on github:
https://github.com/cocos2d/cocos2d-html5


Cocos2d-x expands support to Windows 8 Metro

Added by Zhe Wang about 1 year ago (16 comments)

I’m proud to announce that, cocos2d family expands to the an important platform: Windows 8 Metro.

Download

Beta release: http://cocos2d-x.googlecode.com/files/cocos2d-x0.11.0-win8-0.9.1.zip
Github repository: https://github.com/cocos2d-x/cocos2dx-win8

Inheriting the open source spirit from cocos2d, this branch is also open & free under MIT License.

Features:

  • Write Codes in C++, the same framework enables you to port your existing games from Cocos2d-X to Windows 8 easily.
  • Utilises DirectX 11 instead of OpenGL ES 1.1 for rendering. You don't need to know the complexity between these 2 rendering tech.

Document:

TBD

The Cocos2dx-win8 completion is already very high,but features below are semi-finished or TBD in the next version:
  • Chipmunk
  • Accelerometer
  • Rendering layer optimization

Cocos2dx-win8 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 our forum. We’ll create bug tracking from posts. If you release games based on this branch, please let me know.

Hello Windows 8 :)


Cocos2d for XNA 0.1.1 release

Added by Zhe Wang about 1 year ago

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

Added by Zhe Wang about 1 year ago

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/

You can download keynotes of all sessions from

cocos2d-1.0.1-x-0.13.0-beta release

Added by Minggo Zhang about 1 year ago (2 comments)

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
    • Bug #1009: fix a typo error in CCNode::setSkewY() and CCNode::getSkewY()
    • Feature #1022: add a static method named CCString::stringWithContentsOfFile()
    • Feature #1072: make CCLabelBMFont support alignment
    • Refactor #737: Delete CCTouch::m_nViewId
  • iOS
    • Bug #1076: fix wrong logging message in CCFileUtils
    • Feature #1033: add support files for Accelerometer Simulation for iPhone Simulator
    • Feature #1089: add support for new ipad
  • android
    • Feature #721: support putting audio resource not only under Resources
    • Refactor #1061: use JNI Helper in CocosDenshion
    • Refactor #1069: make build dependencies from official repos and from sources
  • 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
    • Bug #1014: fix a bug that "Resources" path in build-win32.bat are error
    • Bug #1020: fix a bug that can not create vs template with lua support
    • Refactor #1017: improve win32 timing accuracy
  • 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
    • Bug #1028: fix a bug that linux makefile uses wrong directory name of CocosDenshion
    • Refactor #1051: fix and improve building on linux
    • Refactor #1068: use fontconfig of CCImage::initWithString

Cocos2d-x Devcon will be held in Beijing on 31st March

Added by Zhe Wang about 1 year ago (4 comments)

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

Added by Zhe Wang about 1 year ago (12 comments)

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.zip
This 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

Added by Minggo Zhang about 1 year ago (7 comments)

Download

cocos2d-1.0.1-x-0.12.0.zip

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
    • Bug #946: fix a bug that can not load HD image for both Retina and Normal correctly
    • Bug #762: fix a bug that CCLabelTTF is in different position (higher) than in previous version on iphone
    • Refactor #985: remove template for xcode3
  • 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
    • Bug #942: fix a crash when invoking CCScheduler:sharedScheduler():scheduleScriptFunc in lua
    • Bug #953: add tolua++ for Mac
    • Refactor #973: Refactor lua support

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