Hi there, I’m looking into Cocos Creator for an upcoming project and I was wondering if it can support different resolution asset files? I don’t mean multiple resolution display (I know it can do that) but I wish to have low res assets for lower end phones and high res assets for tablets etc.
C++ support is planned but the specification is not finalized. Implementing a entity-component system in a scripting language is okay but if we want the same thing for C++ it’ll be tedious work and also means rework of the engine from bottom up.
So it’s probably something like this:
Creator export scene, prefab and animation clip in a cocos2d-x ‘compatible’ data format
Thanks for the reply. I have been away from Cocos2d-x for sometime and it’s certainly changed a lot. However I’m still unsure of the preferred method of operation with all these Cocos Creator, Cocos Studio etc editors around - is there an officially preferred one that the Cocos2d-x team suggests people use?
EDIT: OK I just found the docs saying Cocos Studio is EoL’d. I am guessing that this means the only official supported system for Cocos development (Other than rolling your own everything in Xcode for instance) is Cocos Creator? If so then may I suggest multi-res asset support get’s a reasonable priority.
thanks for the reply.
so java/typescript is not usable for the complete game creating?
should I use creator only for the making interfaces (like… cocos builder/studio), then export it to the c++, and then do the game as usual on the cocos2dx, right?
please, correct it if it’s wrong…
I dont’t understand how to use javascript for creating the game with multisheets/res for the different device sizes (1x, 2x, 4x). please, can you describe basic workflow to do it? or is there exist a rep with example?