Thanks.
This would be similar to the Example Collection available when creating a new project but with each example split into it’s own documented page.
Thanks.
This would be similar to the Example Collection available when creating a new project but with each example split into it’s own documented page.
talk about Phaser, i think cocos2d-html5 is better than for every part except the Webgl rendering with Microsoft’s browsers.
cocos2d-html5 is so bad on IE 11 and Edge.
Cocos Creator is really good for young starter with game, it provides better concept and rapid development for novice.
it is point cut of headache over UI building.
Yes, the engine part will keep open source in the future.
Creator’s editor is closed source, the engine is opened at https://github.com/cocos-creator/engine (js) and https://github.com/cocos-creator/cocos2d-x-lite (jsb)
Cocos Creator lacks stability. Beta releases felt like alpha builds and stable release felt like beta builds. The QA process really needs improvements. I understand the editor and engine is evolving at a very fast pace and it is difficult to keep track of bugs. But I believe with proper and transparent automated test written and executed, most of the minor bugs and be identified and squashed. Moreover, we community can take part in it.
Why I use it?
Already shipped a small casual/non original game just to test it and test SDK integration. The experience was awesome: I added Game Center support (iOS), Analytics (iOS/Android) and Chartboost videos(iOS/Android) in less than 2 days. It was awesome. I also completed and published the small game in 2 weeks.
What I dont like it:
And the most important: REAL SUPPORT to early Creator adopters
If you really care about us the developers, Invest MONEY in supporting us. Support the developers: sponsor games, small grants, add ads support/campaigns
Build regional support in more languages. Create forums in more languages. Find advocates and hire them (pay them!!) to spread the word in other languages, create events, build communities, and so on.
That is the kind of things that I dont understand coming from a big company… it gives a bad message about the product and the company.
I tried using Cocos Creator, but… it wasn’t c++ support back then at all. Now it’s still alpha, so not ready for production yet. I don’t want to use js, sorry.
Need a way to easily migrate without having to do a full rewrite. Release the CocosCreator C++ Lite engine as Cocos2dx C++ v4 with some documentation for migrating from Cocos2dx 3.x to Cocos2dx 4.
Forcing people to rewrite using Creator editor gives them an option to consider rewriting using any other framework. If they have a clear migration path they will have no reason to look elsewhere. Then Cocos team also won’t need to maintain two C++ engines. And all the existing code and projects will still ‘fit’ in the new vision without anyone having to worry about the the engine dying a slow death.
Once our existing code is using the new engine, we can try developing new parts using creator and build it together with existing code, slowly migrating parts of existing projects to creator or continuing using the CocosCreatorLite/Cocos2dx 4 engine directly without the editor, etc…
EDIT: I want to add that this has already been suggested by cocos team as an option, but they should do it quickly to remove any fears about the core engine getting ignored or slowly dying out.
Reference We need a friendly ENGINE, not a dysfunction EDITOR
I think they mean that c++ support isn’t production ready in Creator, and by the fact that it’s in alpha stage means they are 100% correct, by the very definition of alpha.
Creator itself may or may not be ready for producing stable games but you have to do so in javascript, and like piotrros I have no interest in that. I chose cocos2d-x because it was a c++ engine for native apps. I wouldn’t have even wasted my time with it if it was going to become a closed source Unity copy cat (a poor copy cat at that) and pushed for web development.
Hi @jrosich
You’ve made some good / valid points…. The region of South America, Caribbean most likely don’t know about Cocos Creator, maybe, I’m mistaken…Myself, i know both English / Spanish, born in Cuba, I know that in Cuba, there are game developers, who probably don’t even know about Cocos framework…Es una lastima que la plataforma de Cocos no se enfoque en el mercado latino americano. Estoy pensando en hacer un libro para la audiencia hispana, de Cocos Creator…Pero tengo que ver si en verdad esta plataforma va durar en el mercado….**.Que Dios te Bendiga…
Sincerely,
Sunday
I only use C++ with Xcode and Visual Studio. Although the Cocos Creator looks like an interesting editor, I prefer a code approach when working with Cocos2d-x.
y español! Hay muchos hispano hablantes en el mundo!
Hi @jrosich
Precisamente, imajinate Sud America, el Caribe usando Cocos Creator.…God Bless…
Sincerely,
Sunday
hi
Reasons I would use Creator:
Reasons I would not use it:
Conclusion: my main blocking factor is a lack of trust.
But overall I keep an eye on Creator because it tends to evolve in a positive way.
We (my team and I) will use CC just for UI with c++ plugin but still not completed (for example page view not working )
We choose cocos2d-x for c++ performance and directly use Open Gl stuff and if cocos go for JS We migrate to Unreal Engine. (sorry but we hate Unity)
I miss cocostudio.
Agreed. Lack of documentation and stable releases looking like beta. QA needs to improve.
We are using Cocos2dx for almost 4 years since 3.0.0pre-alpha, we have many customised class implementation based on the original cocos element. Also we have built our own ads system using C++ which CC cannot use.
Thank you for the kind words. I hope to work on the documentation again someday!
what??? does it mean this job/task is “paused” now? …