Cocos Creator 1.0.2 released!

Any assumptions when C++ support will be added?

It will be, sometime soon. See earlier in this thread.

Just wondering if there is emscripten integration planned for Creator. It would be great to be able to export future C++ projects to the web using emscripten.

We need c++ support :frowning:

ok, seriously, it’s coming, asked and answered a lot in this thread :slight_smile:

Whoops haha, can see :slight_smile:

I used cocostudio almost 2 years and cant remember how many crazy things i got from it.

One critical problem is inconsistency between cocos2dx and cocostudio. Everytime cocostudio fix any bugs or upgrade any new feature, I’ve to upgrade cocos2dx and vice versa else they do not work anymore. WHAT???

One example:
One old cocostudio version CAN NOT copy/paste node/ui from one scene to another, you’ve to create manually while they are same 100% !@#$%^&(. In next version the changelog say “it’s fixed”. Ok, try it and it works on cocostudio, continue running project. It’s cant read binary file from editor anymore, i’ve to upgrade newest cocos2dx version. In website i cant see any note, warning … Just try and find how to make it work !@#$%^&(

So far everything is really better, especial is the communication, so nice :smile:

I know support C++ is not easy work but i really hope the nightmare cocostudio will not come back in cocos creator, seriously.

Note: i’m learning english !!!

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hello I make a little mistake when I start for first time cocos creator I set the language to Chinese I cannot find an option to change this , I already try to uninstall and install again I guess I have to learn Chinese :worried: any tip here ?

do you have a ~/.CocosCreator directory?

@slackmoehrle Yes I found it, there’s a file called settings.json
To change that you only need to do this
change “language”: “zh”, -> “language”: “en”,
I can see that there’s no other way to change the languague.
Thanks

I guess this need more documentation I cannot make a simple TransitionFade scene.
Chinese forums talk about create a fade out animation in the splash scene for example and then create a fade in animation in the next scene. I wonder why it cannot be use the transitions Scenes.

The transitions scene haven’t been EC re-designed, it has a lower priority for now. The old transitions scenes will trigger errors so please stay tuned

I’ve been toying with Cocos Creator and testing some example projects and I must say that I’m amazed by the amount of work that you’ve done! Congratulations for this new project/engine! There’s a lot of work to be done, but it looks very promising and the performance is incredibly good considering that is just released! And that LAN testing feature is GREAT :smile:

I’d like to give some feedback based on my experience these days (Mac OS X El Capitan, Retina MacBook Pro 13’, 2015):

  • Cocos Creator feels very laggy (mostly when opening new windows, like preferences or script editor)
  • I had some confusion when building (build vs compile buttons at the bottom, default vs binary, native platforms and errors…). I finally managed to make it all work (web and native).
  • Cocos Simulator always opens in landscape mode. I was testing the flappy bird clone with a sheep and it’s portrait, and each time I wanted to test it with Cocos Simulator, it started in landscape and I had to change to portrait mode on the Simulator options.
  • I also get a firewall message each time I open Cocos Creator or launch the Simulator requesting access, although I gave it permission in the Firewall options. I know this issue and the Cocos Simulator booting always in landscape mode are minor issues, but they kind of interrupt the workflow.
  • LAN testing IP isn’t updated. Yesterday my router’s DHCP gave me 192.168.0.103 and I tested it on several devices and worked fine (that QR is a nice idea!). Today it didn’t work, until I noticed that DHCP gave me 102 instead of 103 today, but on Cocos Creator still appears as 103 (even if I restart Cocos Creator, the IP won’t change). So, I tested again on my smartphone with the correct IP and it worked again.
  • Code editor is very lacking. It doesn’t even have any menu with shortcuts and the like, so in order to save a script I need to close the window so that it asks me to save the changes
  • Integrating Chipmunk (or any physics library) with components would be great, for example in order to add colliders in a visual way.

Great job, Cocos team! I’m willing to see how Cocos Creator grows more and more!

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I totally agree, good job with Creator, I certainly intend on using it for my future game developments.
2 points I really agree with are:

and more importantly

Thanks Cocos Creator Team!

Is it possible to build for iOS and Android? What’s about native sdk like iAP? Can I use SDKBox and integrate iAP with cocos creator-based project?

@RobotMonkey There is one: http://discuss.cocos2d-x.org/c/editors-and-tools/cocos-creator

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@haxpor yes you can build for both platforms using one base code. And yes you can use SDKBOX after you build your project you can add SDKBOX to finished build.

What’s new in 1.0.2 Have the Physics system been implemented yet?

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I’ll post release notes when I get them.

Is there Linux version coming?