Survey: the reasons why I won't use Cocos Creator

I apologie again, but I told you why it was created. it was created to be a GUI editor. It wasn’t for WeChat or Facebook games originally. It was based on Fireball-x, another GUI editor. The developers of Fireball-X came to work for the company and Fireball-X became Cocos Creator.

I dont really have more to say about this that I think helps you out. For us the Why was to solve a need. It is also the What of the product too.

@confused At first, I want to say that all you described exactly what I see and understand too, but with more precise words. And also, I tried to say that before, but with my eng. level that’s hard) and as result nobody listen simple words like - editor is wrong.

Yea, and same was with Cocos Studio 2 and 1(don’t know how it’s called, wasn’t user of cocos2d-x that time) and now current editor.
And finally, “solution” for all this is to create an all new editor from scratch… but it’s impossible, so as I said before… it’s just a question of time.

Can I ask why do you stay with Cocos products?

Every topic you can, you say “it’s just a matter of time”. You disagree with design decisions. You disagree with the status of development. You pass along to others FUD that you simply make up in your own mind, despite folks telling you otherwise.

So why do you stay? There are other engines. You have proclaimed yourself a top engineer. You talk about SBX every place you can. Why not focus on things you seem to feel more positively about than our products?

What you fail to take in is that as a company we are trying to do what we think makes a great game engine. If we fail we try again. We can’t make everyone happy with every product.

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Sure, you can ask actually anything from me :slight_smile:

I’ve started my game using cocos2d-spritebuilder aka cocos2d-iphone, which is using Objective C. Development was long and later it was abandoned and cross-platform games stated as requirement. With all my game code I had only one choice - convert it to C++(which in that time I never used). And my wonder was that conversion was smooth, simple and interesting. I saw how is Objective C almost the same vs C++ in simple code, but yea, I should write more code for the same result… but for faster result, my game is faster with C++ in all aspects.

But I’m not sure why you said “Cocos products” - it’s just cocos2d-x C++ engine only for me and nothin else, nothing more.

In some sense I’m a hostage. I’ve done too much work for my game with cocos2d-x and C++, I can’t just start over and rewrite my game to another engine.
But what other engine? Seriously, the choice is only one - Unity, but I hate it… and now I like power of the C++ and probably will stay with it for a long time…

Don’t know why you think that way but probably not engineer, but designer, director or product chief manager :smiley:

Because it’s much more closer to cocos2d-x C++ engine than anything you’ve done already and doing currently. However, I don’t understand why do you care, because SpriteBuilderX is open-source and I can’t try to get some revenue from it later. I’m telling about it just because it’s simple UX editor with simple functionality, but enough for developing casual game UI’s. So I just wanted to share it, so people know that it’s currently only 1 editor mostly closed to C++ engine and connected with it.

Because cocos2d-x is dying, I have the same feeling and view as it was for cocos2d-iphone. Users leave from here and new users, who just wanted to try it, getting too much struggle on the way and big wall of confusion, not working stuff and very old and poor examples.

Thats what I’m talking about, another EOL. But actually, with that as I said main engine, cocos2d-x itself is under risk. It’s hard to get analytics but I’m sure that more and more devs and companies moving away from here… for sure to Unity.

Overall you just don’t want to listen me. I will tell you only once - create a new nice design(UX and core) editor and try to monetize it, with such you could probably exists as company in future.

Thanks for replying. I hear your story. It feels familiar.

It’s because you said this.

Sharing is fine. We have a category for sharing your products. What you do is being it up every time you can. That isn’t sharing, its promoting your product while you complain about ours.

Like I have said, your opinion. I have told you that it isn’t but you dont care what I have to say.

I didn’t mean an EOL, I meant that if we make a mistake, we try again. We have EOL’d a few products. Cocos Code IDE, Cocos Launcher, Cocos Studio. We had very compelling reasons for those. We didn’t take it lightly.

It’s not that I don’t listen. It’s that you don’t stop complaining about it over and over and over and it isn’t productive. You disparage us every chance you get, then expect us to take you seriously when you have something to say. I can no longer tell if you are being sarcastic or have a legitimate point. I have always passed along every one of your concerns to our team. Every one.

It’s not my product, ohh common. It’s developed by Viktor Lidholt and started a long time ago. By the way It’s UI&UX design is what you should looking into and overall idea of connection with the engine… And it’s can’t be even called promoting, because what’s the point? I will never get or ask any money from SBX it’s open-source. Complaining about editors you made and any other editor here - it’s really not connected things.

So when you understand that creator is same mistake product as studio you will re-create it from scratch and made it with C++ and for C++ ? Just by saving it’s name or smth? But thats I call EOL.

Can they answer this:
https://retro.moe/2017/04/16/cocos2d-in-a-glimpse/

I coud add now - not try to clone Unity.

Why don’t they do exactly what Ricardo said? For sure, I’m asking about Qt editor similar to CocosBuilder build on top of cocos2d-x C++ so fully using C++.

And for sure not adding more 3D and be in that place where 2D is a core…

Ricardo, as you know, doesn’t work for the company anymore. He definitely had a vision for the engine that was different that what our superiors had. Cocos2d-x wasn’t Ricardo’s engine. Ricardo made Cocos2d-Python and Cocos2d-Objective-C. Eventually Cocos2d-Objective-C faded they pivoted to Cocos2d-Swift.

Ricarod’s thoughts are spot on. I was there. There were indeed 2 editors being developed at once. Cocos Studio was not living up to expectations. A new editor was being developed by the U.S. Team, but if I remember this was sort of a rouge project. I don’t believe the U.S. Office had permission. I don’t know for sure but that is what it felt like to me.

I get what you are saying. I truly do. You want a better editor that is more like products you already love and you want some focus from us that matches what you want us to focus on. I pass along the thoughts and opinions of these forums to my superiors. However, I don’t control the engineering schedule.

This topic as now become a dead horse again. It is yet another topic that has droned on with opinion and not fact. All I can tell you is what we are doing now. Talking about the past over and over and saying over and over that Cocos is dying isn’t going to change anything. We don’t feel it is anymore. We made mistakes in the past. Now we are moving in a direction where we feel we have learned from our mistakes and are trying to move forward. You should too :slight_smile:

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For sure I know all that and the history.

No. You and they, didn’t get that it was only one right choice of editor, how it’s made and work.
Key things: similar to CocosBuilder, c++, Qt. As result of not listening: all that editors and apps was cancelled, it’s was obvious for me, I knew that it will happened(by using that products, how they work… quality and again UX&UI), same as I know now what will be with the Creator in the future.

You know it’s a signal, other users seems to be started thinking in this way, like this. Who wanted to spend time here to talk without any results… like because nobody will start over and create an editor with Qt and C++…

It’s just a taste, all finally depends on a taste. It’s so hard to understand… Probably you just can’t create a normal editor :sunny: but it’s simple, just use Ricardo words… and get some UI&UX guy )

I get you are stuck on us making a new editor according to other specifications that what we are currently doing. I don’t see us changing our course at this time. However, I wont stop passing along feedback and if you have concerns you want to voice to me directly, please do. We can talk about it and come up with what we should present to the engineering team and our superiors. Working with Ricardo was an amazing experience, I don’t want to loose what used to make us great to our users.

So, I’m waiting for answer from mysterious - they, who didn’t listen Ricardo :slight_smile:

http://discuss.cocos2d-x.org/t/survey-the-reasons-why-i-wont-use-cocos-creator/38404/121

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Now that I spent a month straight moving over my project files from Studio to Creator and then forking the plugin, I think Creator is a better product but the C++ plugin needs more support in order to be a little more resilient and support more options.

For what it’s worth, I think a big part of the reason Cocos in general is hard to get into is because the English docs aren’t as full as they could be. I know it’s better now but it’s a long way off from where it could be if there was more people making changes. There’s a lot of pages that are out of date and there’s no clear for a community member to tweak them. I know I wrote an intro chapter for one of the earlier manuals and I can’t even find the PR anymore!

With Creator, I think it would benefit from more documentation, or at least some way to motivate other people into helping out.

Creator is nice because the interface supports searching and I think more closely reflects what the cocos codebase is actually doing, rather than hiding it through (useful) abstractions.

Actually I have migrated from unity and enjoying cocos2dx so far. I have learned a lot of c++ in this process and I am happy about it. :slight_smile:

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Have you ever tried Unreal Engine. I also don’t like Unity and Unreal has C++ (and the custom one: Blueprint) support for your code. But I understand, that you don’t want to port you current progress to another engine.

1. It’s very off-topic here
2. I tried
3. Overall experience - it’s AWKWARD. You download some launcher, then you need to login, then you watching all time some videos on the background from some 3d games… in launcher on the site, then you install engine in some stupid place by default: /Users/Shared/Epic Games
4. Some links for iOS docs are not working - from here https://docs.unrealengine.com/en-US/Platforms/iOS/QuickStart at the page bottom:

All this not working:

  • Content Creation for Mobile Devices
  • Creating Materials for Mobile Devices
  • Creating Textures for Mobile Devices
  • Lighting for Mobile Devices

5. Then all that UI/UX in editor buttons and overall like from 90’s.
6. In Docs there are path like [GameDir]/Build/IOS/[GameName].mobileprovision, so this shows me that they are not iOS oriented overall, but it’s just work and they don’t understand principles…
7. Engine 5Gb size, FTW.
8. If you try to find some “Unreal Engine 4 iOS Xcode” on youtube - you will get most relevant vide of 3years old. Even if you sort it by date, there are some dumb videos.
10 That’s far enough to forget about it.

Do you tell users on the Unity forums that they are dying and it is just a matter of time?

Seriously…I’m not trying to be an ass.

They just done right things to get on top of the market and with a lot of same awkward things there, it’s already doesn’t matter, because now it’s monopoly. Any company who developing games using it and they will not change this for any other engine.
Still waiting answers about Ricardo words.

I don’t have answers to give you. Ricardo did state what he thought would have made a better editor, in his blog, after his employment ended. Our superiors had already decided to go their own way with what they thought would work better. Not really any clearer than that.

We have already understood this. I’m done :smiley:
All in due time.

I’m glad you understand now. Phew. Yes, all in due time. Our engineering team is working hard on the next release and 3D and a new renderer. In due time the next release will be out.

Lol, no. I mean we(many users here) already understood a long time ago that they decided to do a unity lite and same awkward editor as was cocos studio, and that creators of all that editors are not listening community which is C++ and engine which is C++. As reminder:

[Vote]Cocos2d-x future: C++ or JavaScript
[VOTE] Cocos2d-x: C++ or JavaScript editor needed?


I’m actually never said anything about all that if - on the main page there were no any info about that editor and on the forum. But you force ADS it into my face you know ) it’s everywhere. But it’s not what here wanted to be. As I know http://www.cocos.com is a place for that, ok no problem, but why try to ADS closed source editor, JS editor here for C++ guys for which even any editors are not needed actually?

And as you said, I’m not trying to an ass too, just telling you all this information and data, even gathering statistics. But I’m sure you and many of other here think about me badly, but actually I don’t care. I’m just like an opposition :smiley:

@slackmoehrle I hope democracy is everywhere, so this post will not be deleted.