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26. April 2018


The JavaScript 2D game framework, Cocos Creator, just received a minor update bringing it to version 1.9.1.  The majority of new functionality in this update are focused on WebChat and QQPlay support, although there are also some changes and bug fixes.  If you are interested in learning more about Cocos Creator, be sure to check out our hands-on video.


WeChat Games
  • Support for publishing the entire project to the WeChat mini game sub-domain. For details, please refer to [document] (http://docs.cocos.com/creator/manual/en/publish/publish-wechatgame-sub-domain.html).
  • Support WeChat game configuration in the build panel ** Remote server address ** option to facilitate the download of remote resources
  • Support for using TTF fonts on WeChat mini games
  • Switch the adaptation layer of the WeChat game from ES6 to ES5, users can not enable ES6 to ES5
  • Fix potential audio memory leak in WeChat game
QQ Play
  • Support QQ to play in the build panel to configure the remote server address option to facilitate the download of remote resources.
  • Fix some minor bugs in XMLHttpRequest with QQ
  • Fixed an issue where the js path could not be resolved during QQ build
  • Perfect QQ play with multi-touch support
  • Added QQ support for base64 encoded images
  • Perfect QQ Play Adaptation Layer
  • Perfect audio support for QQ
  • Fixed black screen issue after QQ checked MD5 Cache
Other Updates
  • [Editor] [Build] Bug fix for custom project build template functionality not working on the Facebook Instant Games platform
  • [Editor] [Build] Add build-start event to make it easier for users to do some processing before they build
  • [Engine] [Wechat] Fixed an issue where WeChat game audio could not be stopped
  • [Engine] [iOS] Fix the issue that the isTypedArray method fails on iOS 8-9
  • [Engine] [Web] Fixing particle system will remove memory if it is not activated yet
  • [Engine] cc.isValid adds an optional argument. Passing true will return false at the beginning of the destroy frame.
  • [Engine] [Android] Fix a Memory Leak on jni
DEPRECATION
  • As of v1.8.2, cc.eventManager is no longer recommended. Use cc.EventTarget or cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, cc.inputManager is no longer recommended. Use the same interface as cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Please use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.
KNOWN ISSUES
  • When copying and pasting resources in the explorer, the resource properties will not be copied. (Since 1.9.0)
QQ Play known issues:

QQ is still playing in the grayscale test, developers also need to obtain internal testing qualifications for development, and only supports compiling on Mac for the time being. In addition, our adaptation work for QQ has not been completely completed yet. The following modules are currently not supported:

  • Label: TTF is not supported, system font can only use the default font
  • Particle system: Map data is not stored in plist. Only support map URL
  • WebView
  • VideoPlayer


GameDev News

15. March 2018


Cocos Creator 1.9 has just been released.  Cocos Creator is a full game development IDE for creating cross platform 2D games built on top of the Cocos2d-x framework.  If you are interested in learning more about Cocos Creator, be sure to check out our most recent hands-on video.  The 1.9 release brings several new features and bug fixes, the largest of which is the addition of two new platforms of sorts, Facebook Instant Games and QQ Play in beta form.


Details of the release from the release notes:

Features
  • Support for Facebook Instant Games, [see Documentation] (http://www.cocos2d-x.org/docs/creator/manual/en/publish/publish-fb-instant-games.html37)
  • Support QQ Play, [See Documentation] (http://www.cocos2d-x.org/docs/creator/manual/en/publish/publish-qqplay.html10)
  • [Editor] Assets panel directly supports copy and paste resources (via right-click menu or shortcut keys)
  • [Editor] In the scene editor’s Rect edit mode, support for dragging a node’s white space, easy to change the value of the anchor
  • [Editor] Added “Sync” button to the particle component’s Property inspector. Clicking Sync will set the Custom parameter to be the same as File. (Synchronize button is only available if you check Custom and set File)
  • [Editor] Adds scale property to Timeline to facilitate editing of both scaleX and scaleY
  • [Engine] PhysicsManager Adds FIXED_TIME_STEP and MAX_ACCUMULATOR Parameters
Bug Fixes
  • [Engine] [Web] Fixed an issue where the input box could not pop up in some MIUI browsers
  • [Engine] Fix the issue that the audio may not stop after checking MD5 build
  • [Engine] Fixed issue where Label’s stroke may be truncated by one pixel
  • [Engine] Fixed an issue with exception-free messages in the cc.Class constructor
  • [Engine] [Animation] Fixed issue where one frame would be played less when the Animation component switched animations or manually set the AnimationState time
  • [Engine] [Wechat] Fixes Failed to Use Remote Service Loading After iOS Wechat Mini Game Native Code Pack Exceeding 4MB
DEPRECATION
  • As of v1.8.2, cc.eventManager is no longer recommended. Use cc.EventTarget or cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, cc.inputManager is no longer recommended. Use the same interface as cc.systemEvent instead. The original API will be removed in 2.0.
  • As of v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Please use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.
KNOWN ISSUES
  • When copying and pasting resources in the Assets panel, the resource properties will still not be copied. (Since 1.9.0)
  • On a native platform, calling the action.easing(cc.ease***) method may cause the node’s logical data to be out of sync. Please use cc.ease***(action) instead. (Since 1.8.2)


Cocos Creator is available for download here for both Mac and Windows.


Hands-on video

GameDev News

30. November 2017


Today marks the release of Cocos Creator 1.7.  Cocos Creator is a full suite 2D game engine built on top of the Cocos2d-x open source project.  It imageprovides a complete game editor and SDK for creating cross platform 2D games.  If you are interested in learning more, be sure to check out our recent hands-on video with Cocos Creator.

Cocos Creator 1.7 brings several new features to the engine.  Details from the developer forums:

Performance Improvements
  • [Engine] JSB 2.0 officially launched, greatly optimizing the native platform operating efficiency. Support debugging, if you use manual bindings, be sure to bind the code to be upgraded. For more information, read the [JSB Binding and Debugging Tutorials] (https://github.com/cocos-creator/cocos2d-x-lite/blob/develop/cocos/scripting/js-bindings/docs/JSB2.0-learning-en.md34)
  • [Engine] Separate culling and transform calculation steps to improve performance
  • [Engine] Fixed bug where the width of the rung would change to 0 after adding the Camera component to the node
  • [Animation] Optimize animation components
  • [Engine] Optimize native platform camera cropping performance
What Is Different
  • [Editor] The plug-in script “Allow Editor Load” is disabled, the internal display is not checked
  • [Build] iPhone X Screen Resolution Support
  • [Build] Projects can now exclude un-needed modules for native engine projects. (Project Settings -> Module Config)
  • [Build] Allow native scripts to disable script encryption (support choose whether encrypt js files in builder panel)
  • [ProjectSettings] Add CocosAnalytics to the Services tab.
  • [ProjectSettings] Increase data validation when saving project settings
  • [TypeScript] Upgrade the TypeScript compiler to 2.4.2
  • [Editor] Improve the template of the new script
  • [Editor] Optimize Explorer file sorting
  • [Editor] Explorer to create a new node immediately change the file name state
  • [Console] supports setting line height and font size to change log display
  • [Engine] Give detailed hints when a user has erroneously released a resource that may still be used
  • [Engine] Support mouse event bubbling
  • [Engine] Support and WebView interoperability
  • [Engine] supports dynamic modification of cc.macro.ENABLE_CULLING
  • [Engine] Provides the native platform RenderTexture’s saveToFile interface
Downloads:

GameDev News

31. October 2016

 

Cocos Creator is an open source JavaScript powered game engine and editor built on top of the Cocos2d-x framework.   For more details of how Cocos Creator works, check out this hands-on video showing an earlier version in action.  Cocos Creator just released a new version, 1.3, bringing several new features including rich text support, a new audiococos engine and Dragon Bones animation file support.  On gotcha of this release however is that 32bit Windows support for the editor has been dropped.

 

From the release announcement in the Cocos2d-x forums:

 

Cocos Creator 1.3.0 released!

We are excited to release version 1.3.0 of Cocos Creator. Cocos Creator is a new, unified, development tool that handles every step in the game development process.

This version offers an incredible performance increase for both Web and native platforms. There are 6 major features and numerous small changes in this version that will help Creator meet the needs of more and more types of projects! The following is the highlight of this update:

  • Rich text support
  • Dragon Bones skeleton animation support
  • Prefab automatic synchronization
  • Automatically packaging textures to Atlas
  • Added UI controls: PageView, Toggle, ToggleGroup, Slider
  • New AudioEngine

Important upgrade instructions

  • The Windows version now uses use a 64-bit architecture, there is no longer support for 32-bit Windows systems. The advantage is that the editor can deal with a large number of image resources and improve the efficiency by at least 5 times, but also to support the emerging image format Webp.

GameDev News

31. August 2016

 

A pair of game engine from the Cocos2d-x team this week.  First off was the release of Cocos2d-x 3.1.3.  Cocos2d-x is a C++ port of the popular cross platform Cocos2D game engine.  I have a tutorial series on Cocos2d-x available here if you wish to learn more.  The also announced the release of Cocos Creator 1.2.1.  Cocos Creator is a 2D game engine and editor for building games in JavaScript and built over top of the Cocos2d-x project.  For more information on Cocos Creator check out this hands on video.

 

Details on the Cocos2d-x release:

  • added VR plugins for Gear, Deepoon, Google Cardboard and Oculus.
  • support ETC1 alpha channel
  • fix AudioEngine performance for Android 4.2+
  • improve canvas renderer performance with dirty region
  • add Android arm-64 support switch to use gcc 4.9
  • upgrade CURL to 7.50.0
  • upgrade Spine to 3.4
  • upgrade GLFW to 3.2

 

And from the Cocos Creator release:

Editor
  • [Assets] Fixed renaming asset will cause error when using filter in Assets panel.
  • [Preview] Fixed using console.log(node) in browser preview will generate a lot of error message issue.
  • [Preview] Fixed when previewing scene in browser, enter prefab editing mode will cause error issue.
  • [Editor] Fixed loading a new scene right after save previous scene in editor may cause the new scene to be overwrite by old scene issue.
  • [Dashboard] Fixed can't create a new project at root path on windows issue.
  • [Build] Fixed an error that may cause built engine size not reduced as engine module setting.
  • [Build] Fixed deleting scene when Build Setting panel is open cause built game to black screen issue.
  • [Preference] Added 'Enable Auto Compile' option in 'Data Editor' tab of Preference panel. So user can disable auto compile and only use manual compile.
  • [Code-Editor] Fixed 'tab' key not working in builtin Code Editor.
  • [Console] Fixed clicking error message in bottom status bar will not jump to Console panel correctly issue.
Engine
  • [Engine] Fixed some UI element may cause memory leak issue.
  • [Engine] Fixed an error cause 'Landscape' orientation not enforced on mobile device.
  • [Engine] Fixed Mouse hover event not cleared after scene switch issue.
  • [Engine] Fixed defining a global variable in a script with 'Import as plugin' option will cause error issue.
  • [Engine] Fixed skew render calculation not consistent between Web and native platforms issue.
  • [Render] Fixed a bug that cause BMFont not able to be batch rendered.
  • [Graphics] Fixed when drawing arc set counterclockwise will get wrong direction issue.
  • [Graphics] Fixed using some API on Windows will cause crash issue.
  • [Action] Fixed using ScaleBy, SkewBy actions will cause 'too much recursion' error
  • [JSB] Now send API of socket.io can accept object argument on native platforms
  • [JSB] Now runAction will return action instance on native platforms.
Component
  • [Component] Fixed fetching property reference failed and display as NONE issue when there's a lot of properties defined on a single component.
  • [Component] Fixed color picker cannot save color correctly issue.
  • [Button] Fixed when Transition set to Color, updating interactable to false will not get correct appearance issue.
  • [Mask] Fixed a bug that cause Mask not taking effect in event handling if register event before node is added to the node tree.
  • [Animation] Fixed Collider component size will be reset to 0 when adding key frame in animation issue.
  • [Animation] Fixed setting node active to false in another component's onEnable method will not stop animation from playing issue.
  • [Animation] Fixed compiling script in Animation editing mode will cause trajectory disappear issue.
  • [ScrollView] Fixed scrollBar not updated correctly when scrolling to the bottom and removing the last entry.
  • [ScrollView] Only allow event register when content property bound to a node.
  • [ScrollView] Added cancelInnerEvents property to control if touchmove and touchend event can penetrate to entry node.
  • [ScrollView] Fixed scrollBar will disappear when Scrollview node is activated.
  • [ScrollView] Fixed the white top margin issue on iOS platform.
  • [Label] Fixed opaque alias around Label in WebGL render mode.
  • [Label] Fixed LabelOutline component can cause infinite loop for Shrink overflow on label.
  • [Label] Fixed when loading multiple TTF assets, Label component may end up using the wrong TTF asset issue.
  • [Label] Fixed adding BitmapFont asset to the project when editor is not active may cause importing to fail issue.
  • [VideoPlayer] Added currentTime, duration and isPlaying API.
  • [Widget] Fixed Widget component may get disabled in editor after run preview.
  • [SpriteDistortion] Fixed sphere distortion component not working in refactored WebGL render system.
  • [EditBox] Fixed when input type set to Number, maxLength property had no effect issue.

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