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

  1. JavaScript - I really hate to debug and write code that has no static typing
  2. I feel with the C++ version I could still fix a critical error as I can touch all the code, while I dont have the feeling I could do that with Creator

Hmm, haven’t seen this topic before, maybe because I’ve added to ignore this section of the forum to Muted. ANyway.

I don’t want to about little things like closed-source editor, bugs in it or lack of C++ support.
I just want to say that Chukong guys totally don’t understand what is a good editor and how to develop it, develop a quality…

Looking into the past, lets take a Cocos Studio. Glitch, bug, freeze and overall wrong ideology in UX and UI. How it’s made actually? JS? I don’t believe that using Qt you can do such an awkward tool. I will not be polite, I had to be forced to use it for one customer game…

So, what’s happened with it? Abandoned. And main reason why is not because it was closed source or hanging and bugging all the time, but it’s design.
“Design is not just what it looks like and feels like. Design is how it works.” - Steve Jobs

Another try, lets clone Unity! Cocos Creator, yea. I see it same as Cocos Studio in perspective. Most likely recognizing for themselves(Chukong) that they don’t understand anything in the design, so decided to just clone already popular toolkit. I am sure that there is no future for such an approach.

I’m suggesting you to think about it well and start over. Refactor engine, remove all js and scripting, all; focus only and only on the C++, develop cross-platform editor using Qt(which probably should use engine as render, well same idea as in SpriteBuilder) and again using C++ for editor.
By the way, If you want to clone some design, please check SpriteBuilder or maybe SBX(it’s not cross-platform… yea, but if it was, actually there were not chances for any editor like you doing currently, believe me).

You are right and i saw how you feel bad through your words,

It’s bad feeling ,watching what you love falling down

Cocos2dx was always the right choice for 2d game for mobile in my opinion

But , the new direction is just wrong

C++ is the best programming language for creating games in my opinion, ( since I’m old school developer)

I really wish if my knowledge in javafx same as qt
So i will build my own editor:slight_smile:

Javafx not the right choice because the engine in c++ and javafx using java… should use qt

Anyway i hope hear good news in the future

Best regards and good luck everybody

I took interest in Cocos2d thanks to its C++ and Python support, but since Cocos Creator doesn’t support either of those languages, I don’t plan on actually using it any time soon.

The interface (from what little I’ve seen) is very Unity-like, and while like Unity, it supports Javascript, I wouldn’t use Cocos Creator even if I was a JS coder. Reason being that my game dev class requires me to use Unity, and thus, I don’t see why I should switch.

Though, I would be more than happy to use Cocos Creator if it supported C++, since I am right now learning Cocos2d to get better at C++ game programming. If it came to support Python as well, I’ll also use it after I get to a certain point in game programming skill with C++.

Was this too detailed? xD

Another +1 here for being someone stuck using cocos2d-x + Cocos Studio.
While Studio has it’s problems, it’s purpose is pretty clearly defined and it works really well for being a WYSIWYG editor that provides modular components I can load into a game and interact with in c++.

While keeping an in-production game running and updated with 500k+ downloads I don’t have time to be rewriting anything for Cocos Creator and even then I feel, like everyone, that we’d be investing our time in another ‘closed editor that will be discarded like Studio one day’.
I feel if I wanted to properly invest in a ‘creator-like’ editor I’d be picking Unity on the grounds of:

  • Documentation
  • Quality of web resources
  • Console Support
  • Debugging support of C# over JS

I need answer of this :

+1 for Qt! From my personal experience, Qt is one of the best tools for such tasks. It is very well documented, it’s easy-to-use, solid and very stable. Qt-applications run on MacOS, Windows and Linux and Qt is older even than Java language.

1 Like
  • Poor autocompletion in the editor - in vscode or the built inone- autocompletion is not aware of what subclasses to suggest.
  • no linux editor
  • hit and miss native build process- often with deal breaking bugs making it to the final version of the editor:
    Can't find correct Visual Studio's path
  • the javascript syntax is a pain in the ass to use- a missing comma or bracket can break the game. Compare that to godot’s python like gdscript or gamemaker’s gml- both are way better
1 Like

I agree so much with you guys. I’m also stuck with Cocos Studio :cry:

Thanks everyone for the continued thoughts. I can assure you all that we read all of this feedback and try to improve Creator with each and every release.

If you get jammed up, you can always e-mail me and I can help facilitate an answer. Please reserve e-mailing me directly for when you are really stuck. Meaning: you cannot ship your game or move forward at all without an answer. The forum is always beast to start since everyone can help and everyone can benefit from the knowledge.

2 Likes

for a month now i have been painfully struggling to migrate our cocos2d-js project to cocos creator
the api differences are staggering! the migration effort take almost as long as it would have been to to write the whole game from scratch.

1 Like

I’m using it for learning purposes. With it I’ve been able to understand the basic concepts for Cocos2d-x which I’m planning on using in the future. Of course, I’m using it for a very basic game that doesn’t require more than a collision detection and a couple of assets.

I think bigger projects need better support, community and documentation but because CC is starting to grow, it’s going to be a path molded by the interaction between users and CC’s developers.

As others have pointed out, it’s a great tool for making prototypes really fast. I’m yet to test the actual compilation process, but I’ve had a great experience with it so far.

No Linux support. We might not use Linux during development but we have to use it for continues integration server.

1 Like

That is a good point.

For me, it’s the open source aspect of Cocos2d-x which is the most important part. I used to use LibGDX, but the RoboVM component was closed source and got discontinued. I don’t want to end up in a situation where something I am relying on suddenly becomes unavailable.

Also, it’s just inertia – I’ve started making games this way and it’s working for me, so it’s difficult to convince myself to try something new.

2 Likes

But will it be good, if creator JS sources will be opened? Engine is C++ and editor should be C++ too, so even with JS sources it’s useless for me, I won’t learn JS… also when I just run that editor on macOS, it’s feels cheap product, all UX and UI are ugly and works awkward… same as was before with cocos studio… they are not learn…

1 Like

Something that I really found very hard to do was creating my own custom plugins, I’m working on Android devices, so I really want to use my own plugins, I really love how unity deals with this, you create a library “aar” in android studio then this is merged in the final compilation, so it’s very practical because I don’t really need to modify the android studio final compilation.

No Linux support.

Our videogame company is using it for many games, since it is free we thought it would be the better option instead of Unity :smile:

1 Like

The big lie with cocos creator is “you dont need to learn a new framework”