Migrating from CocosBuilder: SpriteBuilder or Cocostudio?

Hello,

I have a full codebase with lots of ccb that I’m going to migrate from V2 to V3.

At the same time, since CocosBuilder is no longer maintenained, I want to migrate to a supported UI builder. As far I know, that leaves me with either SpriteBuilder or Cocostudio. Is there other alternatives too ? (I don’t think so)

Here is the rundown of each choice, from my point of view:
SpriteBuilder

  • run on Mac
  • continuation of CocosBuilder
  • doesn’t support old ccb format (there is a script, but it’s not 100% good)
  • 3rd party support for cocos2d-x (Jacos2d-x: http://jacos2d-x.org/jchome/)

Cocostudio

  • support old ccb format (can someone confirm that?)
  • maintained by Cocos2d-x team
  • seems to have a lot of features
  • Mac version is in alpha. Does someone who tried it know if it’s stable enough for production work?

For me, not having a Mac version is close to a deal-breaker, as I can’t afford having another computer, dual-boot is not practical, and a VM uses too much resources.

What’s your opinion?

Seems to be version 1.0.0.0 now, about to try it out myself.
http://www.cocos2d-x.org/download

Edit: Spoke too soon, clicked to download it and the file says beta!

Thanks @GMTDev I wasn’t looking at this page. Beta seems good enough to start, I’ll test it.

I can’t seem to find a repo for Cocostudio, is it open-source?

Edit: I just tested. The Mac version seems limited to UI Editor, and the Open CCB feature is not available.
The Open CCB features seem to have a bug on Windows, I sent a bug report.

i’m using sprite builder and it fits my needs quite well.