Can you please be more detail regarding above, does this mean, I can set up in a scene using components without any code, then export this, and use Lua as the scripting language to finish project and compile? Or will LUA be integrated like Javascript within the confines of the editor? Thanks and God Bless…
If this means that you could export a scene that doesn’t contain any code to a format like the ones that Cocos Studio creates, and use the resulted assets into a classic cocos2d-x project, than that’s great… but then, why only LUA? Why not js and c++ too? I mean, the parsers already exist(if they will maintain the current csb and json structure, of course).
I saw after the last update, that the way a tiledmap component is used has changed a bit, are there plans to implement the experimental tmx classes from c++? because I was looking for a solution to the DrawOrder Problem appearantly caused by CCBatchSprite which renders the tiledlayers in one batch ignoring the localzorder and vertexz values of a player added to the layer.
Or is there an approach available to solve the placement of an animated sprite that enables one to reorder the layers’ children?
Is possible to use the GAF extension in this version of Cocos Creator? Because I see that’s included in the folder structure but is not information about how to create a script that can use it. Don’t know how to include it on a script.
i didn’t see any mention of spriter competent although there is a spine competent already, i know for that there are many people who prefer to use spriter instead of spine, and i know that there is and implementation in JS. are you going to add this in the feature?
For upgrading Creator, you can just download it and replace it, then open your project with new version will upgrade your project automatically.
From 1.1, you no longer need to download Cocos independently, it’s embed in Creator itself.
Yes, it’s like texture packer, but unfortunately, it’s delayed because of other priorities. About replacing separated images with atlas, we will have a tool to help you rebuild the link.
It means you can use Creator as a scene editor, and export the scene and UI data to a Cocos2d-x Lua project, then visualize it directly, but you can’t edit Lua component and make it running in Creator. It’s in progress, I think it will be published in one or two month.
The Tilemap renderer will be rewritten soon, it will support you to add any other node / sprite into the same layer, and reorder it.
Thanks a lot. I’ll wait for it, no problem. I wish that stand alone command line tool will also be present so that we can use it even irrespective of whether we’re using it through cocos2d-x framework or using through cocos creator.
I wanted to use it along with file watcher some how that on my cocos project if any additional texture file is being added then I could run the tool automatically.
So the output is very different from the json files created by Cocos Studio? Couldn’t the already existing parser from cocosstudio work? Also, since it creates a json(haven’t tried yet) it is possible for a user to write it’s own parser, right?
Hi,
May i ask you about exporting scenes into a JSON file as CocoStudio has ? Are you gonna put this feature into a cocos creator please ? I am using cocos2d-x as HTML5 game engine and we have a whole company based on CocoStudio and Cocos Creator is totally unusable for now.
Thanks in advance.