SDKBox vs Sonar System Helper which on to use?

You name it, very basic 2d games Non of the games with the highest user retention fall into this category.
If you are adding every IAP and Ad SDK provided, you have to accept that size. If you don’t, than just use an IAP/Ad provider of your choice.
It’s not SDKBOX, which is accountable for the size, but the 3rd party SDKs are.

It’s very critical for “kill a little time” games, but not games, where your goal is to engage users.
If the user wants to play your game, he will download it at home. That’s the point.

If he is not willing to do that, this user may not be your targeted audience in the first place.

But that’s your fault than, as you tried to squeeze in every IAP and Ad provider. The developers of SDKBOX cannot do anything about it, because they are just bundling 3rd party SDKs.

If you want to keep it small, just use the platform owners frameworks.

Exactly!

Totally.

WOW, nice little debate :smiley:

First of all thanks for everyone who has used and contributed to the Cocos Helper. Here is a list of amazing things about the Cocos Helper:

  1. Open Source - its open nature means it can advance a lot faster than anything else, just look at Cocos2d-x, it was the open source decision that made this amazing engine what it is today. The worlds most popular open source game engine
  2. Not just external frameworks but features that we really need, features that will even make it into Cocos2d-x in the months and years to come but instantly. For example we added notifications and soon Android immersive mode natively.
  3. Extremely light weight, very small in size
  4. The best documentation is available for Cocos Helper in the form of amazing step by step videos, something we are very experienced in and have been providing for over a year and half to the community
  5. The best benefit of all, we can all add features to it as a community and help it grow. Viva La Open Source

Plus we offer one on one help to integrate the Helper into your project.

For more information check out http://www.sonarsystems.co.uk/cocoshelper.php

Good luck developing
Frahaan Hussain - CEO of Sonar Systems

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Well I like the sonar cocos helper because you can make some modifications right now I’m testing the amazon game circles for android, I don’t test the cocos helper but something you can do with that is make that you cocos app will work on android with google analytics, revmob, adcolony, then you go to your windows project it will just work fine of course the external pluggins for other platforms will be disable

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Thanks for your kind words.

Don’t forget you can also contribute your amazing code to the Cocos Helper repo on Github to help the entire community.

I can’t rely on closed source program.
2 weeks ago i had issue with SDKBox Facebook, and this issue still not fixed, i lost 1 day of work trying to make it works. Moreover, official facebook documentation is outdated, facebook plugin don’t works anymore.
I created some topics to ask why, but they were ignored.
So, i integrate facebook sdk by hand… It works but i lost 1 more day …

I choose cocos2d because it’s open source, and everything can be fixed/improved by anyone like cocos helper.

I don’t want to blame SDKBox, it’s a good product with support, but i think it shouldn’t be closed source.

That’s what the Cocos Helper is about, everyone can contribute :smiley:

Also have you seen our Cocos Helper website that we launched a couple of weeks ago http://cocoshelper.sonarsystems.co.uk

Hi, I’m now playing around with it.

I see latest version is 1.4.6, but there is pushed new code to master and no tags that it will be like 1.4.7 release and also latest master code is broken… not working due Amazon Circles… by default… Is there any guide for contribution to not have such mess with latest code?

BTW. now configured for Android Studio :slight_smile: and it works! :slight_smile:

What part of it doesn’t work and could you share your process for getting it to work in Android Studio.

I downloaded at the end 1.4.6 and it’s worked.

Issue with master branch I thinks was that, Amazon Circles java classes was trying to search for amazon libs classes, even they wasn’t enabled in helper config. It’s seems someone incorrectly wraped classes or by default someone left Amazon circles switched ON in commit.

I’m sorry for that mistake @energyy right now I send the commit to fix that, sorry if that make you a delay in your work.

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As I’m now testing Cocos Helper, I think there is big gap with Google Play services functionality. Because it using tutorial flow(login when possible as much possible) and not real case.

When you connect Google Play Services and launch app first time, it by default popuping up login screen to login. I would say it is very very bad practice for games on Android - users don’t like this.

In best scenario, it should check if user was loged in before, if was then login in background, if not skip login and wait until user click Leaderboards or Achivements icon to trigger login screen.

Atleast give somehow possibility to developer decide from C++ code how flow should look.

Can someone adjust it?

What do you mean by
Atleast give somehow possibility to developer decide from C++ code how flow should look.

Flow I mean, when you run application it should not try to connect google play services automatically throwing login screen first time, but triggered from our code.

We will look at this.

For me I’m leaning towards Sonar Cocos Helper.

I’ve got both Cocos Helper and SDKBOX in the game I’m currently working on, and I’ve found Sonar Cocos Helper a little easier to work with. Being open source helps a lot too, as there were a couple of issues I was able to fix myself. As said above, we can’t do that with SDKBOX.

The setup of SDKBOX a little tricky as the auto installer didn’t work for me. It refused to work without the Android SDK being installed (I only wanted to use it for iOS. I do Android work on my Windows machine). Even with the Android SDK installed, it still failed, so I ended up setting it up manually.

I found the documentation/videos of Sonar Cocos Helper very well done and a lot easier to follow than SDKBOX, but I suppose you’d expect that from someone who’s made the most Cocos2D-X tutorial videos on YouTube :stuck_out_tongue:

They both need a lot of work, and are both missing key features such as SDKBOX missing Game Center/Google Play support and Cocos Helper missing IAP. Either way though, they’ve both helped me out alot and saved me a bunch of time. I’m here to make games, not spend hours setting up platform specific ad networks and other third party tools! It’s nice that someone is doing that work for me :wink:

Keep up the good work guys! :slight_smile:

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This is only the tip of the iceberg, more great features coming soon.

Can u able to give an example project where the admod is successfully integrated??
because i have tried all your tutorial and stuck at this error" E:\cocos2d tools\adt-bundle-windows-x86_64-20140702\sdk\tools\ant\build.xml:459 Failed to resolve path "
if u provide us with a projecrt you have already integrated admob … it would be very useful for people like us … please reply …
thanks a lot for developing sonarframework

SDKBOX pros:

  • console commands, automatic installation process and adding a plugin to a
    project (also it isn’t as smooth as it should be), solid documentation, forum support, development in progress.

SDKBOX cons:

  • black-boxness of it, still lack of some important plugins, still
    incomplete functionality of some of the plugins (although it’s
    always handled in a reasonable time by SDKBOX team)

SCH pros:

  • open-source, support of some of the fundamental plugins, great tutorials,
    forum support, development in progress.

SCH cons:

  • manual plugin integration into a project, still lack of some
    important plugins, still incomplete functionality of some of the
    plugins (although it’s always handled in a reasonable time by SCH
    team)
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We do vert much agree more features are required and we are working on them.