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7. August 2018


Cocos Creator 2.0 was just released.  Cocos is a free to use cross platform 2D game engine with a full game editor, scripted using JavaScript, TypeScript or CoffeScript.  If you want to learn more about Cocos Creator, be sure to check out our complete CocosCreator Tutorial Series over on DevGa.me.  The upgrade to Cocos Creator 2.0 includes a new underlying renderer, streamlined APIs, an improved Camera component, a better start-up experience and more.


Details of 2.0 from the Cocos Creator forum:

Editor
  • Implemented premultiply alpha, filter mode, wrap mode configuration of Texture
  • Abstract the mixed mode configuration into the RenderComponent component base class, all render components can be configured
  • Camera component upgrade, as a direct rendering entry, you can configure various base rendering parameters
  • With Quick Compile integration, the custom engine only needs to use the menu’s developer options -> compiler engine to compile quickly in a matter of seconds
  • Open the WeChat game open data domain as a publishing platform with a separate publishing panel
Engine
  • Add a new renderer based on the 3D engine
  • Render component is fully upgraded
  • Remove the render tree completely, assemble the render data directly and submit the render by the render component
  • Streamlined cc namespace API
  • Streamline Director API
  • Camera component upgrade
  • Start process upgrades, user scripts and plugin scripts can more easily interfere with engine initialization
  • Platform-specific startup code is separated and easier to customize
  • Event system optimization, distinguishing between system events dispatched by the capture bubbling mechanism on the node tree and normal events directly dispatched
  • Fit Width & Fit Height is also compatible with the WeChat game platform.
  • The RenderTexture resource type has been officially added to save the rendered content captured in the camera.
  • Simplify TiledMap functionality to pave the way for subsequent upgrades
  • Physical engine upgrade, performance optimization

You can download Cocos Creator for Windows right here, while the Mac version is available here.  The reference materials have been updated to 2.0 as well.

GameDev News


3. August 2018


Cocos Creator 1.10.0 was just released.  Cocos Creator is a 2D game engine with a full editor scripted using TypeScript, CoffeeScript or JavaScript.  If you are interested in learning more about Cocos Creator be sure to check out our complete tutorial series available on our sister site DevGa.me.  The 1.10 release dealt with many under the hood features and contains several small improvements and fixes.

Details from the Cocos Creator announcement:

What’s New
Editor
  • Greatly optimize the size of the settings.js file after the release
  • Added script subcontracting settings in the property inspector for the folder
  • Allow each project to set a custom engine separately
  • Add a node lock function in the hierarchy manager. When the mouse is moved to the node, there will be a lock button on the left side. After the node is locked, the node cannot be selected in the scene editor.
  • Added an “Optimization Policy” option in the Property inspector of the Prefab resource file to optimize Prefab creation time. See [Prefabricated Resources: Setting Optimization Strategies] (http://docs.cocos.com/creator/manual/en/asset-workflow/prefab.html#设置�% BC%98%E5%8C%96%E7%AD%96%E7%95%A5)
  • Optimize the main menu under Windows
  • Add auto-refresh to the list of scenes in the build panel
  • When publishing to the native platform, it also supports adding MD5 to file naming for hot update
  • Script compilation will automatically skip all .d.ts files to avoid TypeScript error reporting
  • The Console panel adds a Clear on Play option to automatically clear the log before the game previews
  • Adjust the text font and color of the Console panel
  • Added search option button in the search bar of the hierarchy manager and explorer
  • Added plugin management feature in the plugin store
  • Allow changes to custom control icons in the control library
  • Resource Manager adds recognition of aac and pcm extension audio files
  • Supports direct search of compressed uuid format when Explorer searches for uuid
  • Allow the right mouse button to drag and drop the timeline of the Timeline editor
  • Added exit menu on Dashboard’s system tray icon
Engine
  • Support game script subcontract loading, see [Code Subcontract Loading] (http://docs.cocos.com/creator/manual/zh/scripting/subpackage.html)
  • The align mode attribute is added to the Widget component. When set to ON_WINDOWS_RESIZE, it will be automatically refreshed when the window size changes.
  • Official support for [text] (http://docs.cocos.com/creator/manual/zh/asset-workflow/text.html) and [JSON] (http://docs.cocos.com/creator/manual /zh/asset-workflow/json.html) Loading of resource types
  • The native platform adds [cc.sys.getBatteryLevel] (http://docs.cocos.com/creator/1.10/api/zh/classes/sys.html?h=getbatterylevel) and cc.sys.getNetworkType interface for getting device power and network status
  • When the native platform is hot updated, it will actively delete the old version of the resource file.
  • VideoPlayer adds volume adjustment and mute function
  • Added DragonBones native platform binding interface getSlots, replaceSlotDisplay and Slot.name (thanks @feijing566)
  • TiledMap supports rendering and cropping of ortho maps in any direction on the web platform
  • Layout component will only typeset active nodes
  • Retina rendering enabled by default on Android UC browser
  • Enable Webgl on UC browser version 11 or higher
  • Increased recognition of UCBS browsers
  • Gravity sensing is adjusted to only get when the developer has a registration event
Bug Fixes
  • [Editor] Fixes the settings when setting SpriteFrame in the collection
  • [Editor] Fix simulator configuration save related issues
  • [Editor] Fixed an issue where the error message output from the emulator to the console was displayed in white.
  • [Editor] Fix the error when the resource export tool encountered the same parent folder name
  • [Editor] Fixed an issue where copying the automatically synchronized Prefab subnode under the editor may be wrong
  • [Editor] fixes the problem that the fragment texture in the automatic map set will be reported incorrectly if it is directly referenced by other resources.
  • [Editor] Fixed plugin script not correctly parsing CC_WECHATGAME and CC_QQPLAY keywords
  • [Engine] Fixed an issue where the animation may not stop playing when the scene is switched or the node is destroyed.
  • [Engine] [Wechat] Fix some versions of WeChat games to get the problem of each frame interval
  • [Engine] [Wechat] Fix RenderTexture related issues on Android WeChat games
  • [Engine] [QQPlay] Fix QQ Play and play resources will be downloaded repeatedly
  • [Engine] Fixed an issue where the slider of the Slider component might not be right when dragged
  • [Engine] Fixed an issue where the audio load event could be triggered repeatedly
  • [Engine] Fixed a problem where the user changed the level while dectivating the node without any error.
  • [Engine] Fix issues that WebView can’t hide in Safari browser on some platforms (iOS 9/10 or Mac)
  • [Engine] Fixed native platform BMFont rendering pitch problem
  • [Engine] Fixed an issue where the button’s touch area would be offset when Canvas was unchecked Fit Width and Fit Height


GameDev News


9. July 2018


Cocos Creator 1.9.3 was just released.  This is a relatively minor feature release with updated to WeChat and QQ Play among various other fixes.  If you are interested in learning Cocos Creator we have a tutorial series currently under development over on Devga.me.


Details of the release from the Cocos forums:

WeChat game
  • Fixed an issue where only a single audio can be played on WeChat games and the number of audio plays is limited.
  • Fix that WeChat mini game audio can’t stop
  • Fix gravity sensing direction and wrong value in Android WeChat game
  • Fix not being able to submit a TypedArray format texture in WeChat games
  • Fix that the frame rate is abnormal on the old WeChat
  • Improve WeChat mini game video playback support
  • Downward compatible with WeChat games 1.7.4 version base library
QQ Play
  • Fix only play a single audio and the number of audio playback is limited
  • Fix unable to operate the engine object during the game loading process
  • Fix particle play card dead problem
  • Fix a semi-transparent text will be rendered into a black question
DragonBones
  • Fixing DragonBones’ repeated assignment of bones on native platforms can cause crashes
  • Fix manually clearing the texture data of Dragon DragonBones
Other
  • Fix text box for Web and Android platform Input Flag is invalid
  • Fix Label rendering related issues
  • Fix cc.game’s EVENT_HIDE and EVNET_SHOW callbacks may be called multiple times

GameDev News


2. July 2018


A brand new tutorial series just went live on devga.me (to join the existing Armory 3D series), the Cocos Creator Crash Course.

Cocos Creator Crash Course - Devga.me Tutorial Series

The series currently consists of the following tutorial parts:

Cocos Creator Tutorial Series homepage

There are a few more tutorial chapters in active development.  The existing content should already be enough to get you up and running using the Cocos Creator game engine!  There will also be at least one video tutorial covering basically everything covered by the text series.

GameDev News Programming


1. June 2018

Cocos Creator just released version 1.9.2.  Cocos Creator is a complete cross platform 2D  game engine with editor built on top of the Cocos2d-x open source project.   A lot of this release features improvements to WeChat and QQ play support, two services extremely popular in the Chinese market.  Cocos Creator is available on Windows and Mac OS.

Details of the release:

Features
  • [Editor] [Timeline] Animation Editor can edit “missing nodes” and allow node data to be migrated
  • [Editor] [Timeline] Animation Editor supports copying and pasting keyframes on multiple nodes at the same time
  • [Editor] [Timeline] Animation Editor Several Experience Optimizations
  • [Editor] Place the adaptation layer code of QQ Play and Wechat games into the Contents/Resources/builtin directory of the editor for users to upgrade
  • [Engine] Upgrade Facebook Instant Games SDK to 6.2
  • [Engine] Optimizing Label’s Memory Usage on Non-native Platforms
WeChat Games
  • Fixed an issue where the AudioSource component may report an error when it is destroyed
  • Optimize the implementation of sounds on WeChat games
  • Use openDataContext to define the open data field in the game.json of the WeChat game. Change the entry file of the open data field to index.js
  • Fix the issue of loading remote resources in the WeChat open data domain
  • Fix errors that may occur when loading plist particles on WeChat games
  • Fix gl.texImage2D error caused by calling cc.RenderTexture.create in WeChat game
  • Fixed an error on WeChat getting old WeChat game open data domain on old version
  • Allows simulation of system information obtained through cc.sys.os on the WeChat mini game developer tools
  • Fixed an issue where the subdomain could not be correctly identified on the old version of WeChat
QQ Play
  • Optimized QQ to play a sound on the realization
  • Fix QQ playing a problem with the following blue screen in iOS 10
  • Repair QQ may play an error when loading plist particles
  • Fixed plug-in script loading exception when posting to QQ to play with Windows
  • Improve header processing in XMLHttpRequest for QQ
  • Perfect userAgent for QQ
  • Fixed QQ playing a text stroke effect
Bug Fixes
  • [Editor] Fix Documentation Links for AudioSource and MotionStreak Components
  • [Editor] Fix the problem that the editor might preview the animation if the animation changes the node’s active
  • [Editor] Fixed an issue where the editor could not be accessed when the login server went down
  • [Editor] Fix the issue that when you repeatedly drag to the same prefab as a child of other prefab
  • [Engine] Fixed an issue where the sprite’s blend mode could not be set to ZERO on the web platform
  • [Engine] Fixed a problem in cc.sequence where nesting other calls to the repeat method’s action would cause abnormal speeds in special cases
  • [Engine] Fix Sprite error after scene change
  • [Engine] [JSB] Fixed an issue that triggered assertions after creating cc.GLProgram in the JS layer and adding it to cc.shaderCache
  • [Engine] [JSB] Fix Native Platform Physics Engine Binding Problem
  • [Engine] [Native] Fixed cc.Sprite.FillType enumeration error on native platform
  • [Engine] [UI] Fixed a positioning issue that may be caused when the scroll view is enabled with vertical, horizontal scrolling, and the inner size is too small.
  • [Engine] [Audio] Fixed an issue where playing audioEngine.resume repeatedly would start from scratch.


If you want to learn more about Cocos Creator, be sure to watch our hands on video available here and embedded below.

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