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30. November 2018


Cocos Creator has just taken the jump into the world of 3D with the release of Cocos Creator 2.1.  While still a 2D game engine, the underlying renderer is fully 3D.  This release adds a new 3D node, a new renderer component, a new animation node, a new 3D camera as well as the ability to load 3D content in FBX file formats.  This release also marks a bit of a fork in Cocos Creator development, with the existing 2D only game engine staying on the 2.0.x versioning scheme, while the new 2.1.x will develop more rapidly in the future.  This hopefully will fix some of the bad backward compatibility changes they have made in the past, but it will be interesting to see how much development both branches receive.  If you are interested in learning Cocos Creator, be sure to check out our comprehensive tutorial series available over on DevGa.me.

Full release note details of the 2.1 release:

What’s New

3D Node
In v2.1, newly created Node objects are still 2D by default. When needed, you only need to click the 2.5D button at the top right of the Node to switch to 3D mode. After switching, you can edit the z axis. See 3D Node 8.

3D Camera
Like Node, Camera is also divided into two modes. When you add a Camera component to a normal 2D node, it becomes a 2D Camera. When you switch Node to 3D mode, Camera will also enter 3D mode, and then you can edit Camera's FOV and other parameters in 3D mode.

3D model import
Currently, Cocos Creator supports importing 3D model formats for a very wide range of .fbx files. .fbx is the de-facto standard in 3D modeling software. The process of importing is very simple, just drag the .fbx model into the Explorer and wait a few moments for the import to complete. After the import is completed, you can see that the imported model is a folder that can be expanded in Explorer. When importing the model, the editor will automatically parse the content of the model and generate a Prefab, a Grid, a Bone Animation and other resources. See Import Models 1

Mesh Renderer Component
Mesh Renderer is used to draw grid resources. See Mesh Renderer 1.

Bone Animation Component
The Skeletal Animation component inherits from the Animation component. The Skeletal Animation component is not much different from the Animation component. The exception is the Skeletal Animation component uses a clip that can only be a Skeletal Animation clip. The Skeletal Animation component is automatically added to the model’s Prefab when it is imported. See Bone Animation Component for details.

For more 3D instructions, please consult the documentation 3D System 1.

Optimize automatic gallery build speed
v2.1 greatly optimizes the speed of auto-atlas construction. If the atlas has not changed, the results of the last build are used.

Further improve rendering performance
Between v2.0 compared to v1.x, there are some cases where the engine does not render batches, resulting in an increase in draw calls. v2.1 re-optimized these conditions. If the previous color or opacity cannot be batch processed, sliced and non-sliced share the same texture and cannot be batched. The problem that the opacity 0 node still occupies the draw call is solved.

Add simulator debugging function
In the Project Settings -> Preview Run Panel, the Open simulator debugger panel option and the Wait for debugger connect option have been added. The purpose of the Open simulator debugger panel option is to automatically open the debug window when the simulator previews the project. The Wait for debugger connect option is used to suspend the boot process until the debugger connection is complete for debugging the load process.

Texture Auto Compression
The compression required by the texture can be set directly in the editor, and Cocos Creator will automatically compress the texture when the project is published. Exporting multiple image formats simultaneously on the web is supported. The engine will automatically download the appropriate format according to the different browsers. See Compressed Textures 4 for details.

Enhancements

Editor
  • Dashboard is closed when the project is opened, and automatically opened when the project is closed.
  • Dashboard will automatically record the last created project path.
  • Optimize the preview of the Button under the editor.
  • Optimize the way Button Click Event indexes components, avoiding the loss of indexes after scripts are renamed.
  • QQ light game construction allows direct packaging of zip files for uploading servers.
  • The new plug-in mall automatically prompts the user to install after the plug-in download is completed.
  • When building a WeChat mini-game main domain project, the subdomain will not be emptied again.
  • Modify the API Level selected by default when building the Android platform to the current highest level (Target API Level).
  • The node path bar in the scene editor is removed, and the node path can be obtained through the node right-click menu of the hierarchy manager.
  • The animation editor defaults to Constant curves for values ​​of type cc.Enum and cc.Integer, without interpolation.
  • Animation editor key frame addition and deletion experience optimization.
  • The optimization engine automatically compiles the experience.
  • Added a series of other experience optimizations.
Engine
  • [UI] Added the affectedByScale property to the Layout component. If the developer wants the scaling of the Layout subnode to affect the layout, you can turn it on manually.
  • [UI] supports fnt files in XML format.
  • [UI] The Content Size of the node will be refreshed immediately when the Label node is onEnable.
  • [UI] When the target of Button is not defined, the current node will be used by default.
  • [UI] ToggleContainer adds a checkEvents event property similar to Toggle, which fires only when Toggle’s isChecked state becomes true.
  • [Action] Added support for four actions of cc.Rotate3DTo, cc.rotate3DTo, cc.Rotate3DBy, cc.rotate3DBy.
  • [Native] Rejoined WebView and VideoPlayer support removed in v2.0.0 on iOS and Android platforms.
  • [Native] The Mac native platform switches to the V8 engine. If you need to use JSC, you need to manually modify the macro. For details, see #1515.
  • [Native] Add the missing key and length properties of the native platform LocalStorage, see #1371 1.
  • [Native] Adopts Pinyin input behavior unified with Android on iOS native platform, does not retain input of unfinished pinyin.
  • [Android] Upgrade Android compilation to NDK r16+ Clang, and compile Android pre-compiled library with Clang.
  • [Android] Upgrade the Android build tool to configure Gradle to 4.4, plugin to 3.1.4. (Gradle 4.6 has a known issue that will cause resource packaging to fail).
  • [Android] Optimize Android input box experience.
  • [Android] Squeeze Android empty package body, the minimum package body is reduced from 7.0MB to 6.3MB.
  • [Web] Increase transparency support for WebView on the web platform.
  • [Web] Optimized display position of WebView components.
  • [Web] Optimizing the performance of VideoPlayer on the X5 browser.
  • [Wechat] Supports getting the res and referrerInfo parameters passed to the platform when responding to the cc.game.EVENT_SHOW event on WeChat games.
  • [VideoPlayer] Optimized the performance of VideoPlayer full-screen playback.

Bug Fixes

Editor
  • Fix an issue where the animation editor node list may not be updated.
  • Fix the problem of selecting the RichText subnode in the scene editor.
  • Fixed an issue where the error code always returned 0 when building a project using the command line, whether or not an error occurred.
  • Fixing the background of the mesh in the scene editor will penetrate above some translucent images, causing some differences in color and runtime.
  • The editor will report an error when repairing an external drag resource to an invalid location in the resource manager.
  • Fixed remote server ip getting error when publishing Android Instant platform.
Engine
  • [Core] Problem with activeInHierarchy being true after fixing node destroy.
  • [Core] Fix filter in RenderTexture, premultiply alpha setting is invalid.
  • [Core] Fixed an issue where the scene introduced by the plugin could not be loaded.
  • [Web] Fixed a problem with white afterimages on Chrome 69, 70. (Since 2.0)#3357 1.
  • [UI] Fix Button may have some state invalidation when multiple states are superimposed on each other.
  • [UI] Fix LabelOutline setting invalid color problem.
  • [UI] Fixed an issue where setting Toggle.isChecked to be invalid in the start method.
  • [UI] Fix the problem that the LabelOutline component is not synchronized when the state is modified.
  • [Animation] Fixed an issue where the parameters of AnimationState might be parsed as a string type.
  • [QQPlay] Fix the problem that QQ light game does not respond to the background background switching event.
  • [QQPlay] Fix the problem that the font will become very small if you use italics on QQ light games.
  • [QQPlay] Fix the problem that the QQ light game can’t replay when the lock screen re-enters or the front and back switches.
  • [QQPlay] Fixes the problem of the ended event after the audio setCurrentTime is fixed #3373.
  • [Native] Fix native platform connection socket.io server may report Bad Request error.
  • [Native] Fix iOS and Android can’t detect gravity sensor.
  • [Native] Fix iOS call cc.game.restart Restart the game and then enter text will crash.
  • [Native] Fixing the problem that the opacity attribute of Label on Windows native platform does not work.
  • [Native] Fixed an issue where Android could not listen to onKeyUp.
  • [Native] Fix the problem that the Android phone will fail to load if the built-in SSL certificate expires.
  • [Native] Fixed an issue where server redirection was not supported when downloading images from Android native platform #PR.
  • [Physics] Fixed an issue where MouseJoint failed to respond to touch cancel.
  • [Spine] Fixes the problem that textures may be lost when Spine is reloaded under Mask.


GameDev News


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.

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See More Tutorials on DevGa.me!

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