the advantage of JS is that also supports web browsers. As far as I know, you make the games with cocos2d-html5 and then process them by JS bindings.
If you are targeting WEB, then use cocos2d-html5 with JS bindings. If not, use cocos2d-x.
It’s a bit complicated to start from the beginning with cocos2d-html5.
By the way, you can use emcripsten to compile cocos2d-x project to web.
I haven’t seen commercial game based on cocos2d-x emcripten port, it hasn’t been proven yet.Generally speaking, native games market (uses cocos2d-x, c++ or lua) is mature, many big companies are there. HTML5 games market (cocos2d-html5) is emerging, the revenue is uncertain but you may have more opportunities.
@Zhe do you consider JS Bindings mature enough to make professional cross platform (“native binded” on mobile and desktop web browser)? or you think is better to stay on C++ until JSB is more stable?
@Jesus, There’re already some commercial games released. It’s mature on technology, but still lacking documents.My suggestion is that big companies can use JSB approach to distribute native and web channels, for indie developers, if you have no energy to publish on multiple channels/stores, then just use c++ or lua with is easier and have more documents.
I bet my project on JSB. It’s not very matured but matured enough to develop a good game. And JS is much much better than c++ to do job.