Generally speaking, for a version number x.y.z
:
- 1 year for a major version
x
. e.g. 2013 for v2, 2014 for v3, and 2015 for v4. - we have 4~6 week for each minor version
y
, e.g., 3.1, 3.2 - and use
z
only for fixing bugs
Generally speaking, for a version number x.y.z
:
x
. e.g. 2013 for v2, 2014 for v3, and 2015 for v4.y
, e.g., 3.1, 3.2z
only for fixing bugs@GMTDev, thanks for your kind feedback. I reply on your titles.
What weâre doing:
Problems:
Iâm building a tech support group for paid services in China. If it works, it can be ran in South Korea, Japan, US and other countries. The idea is, if I have enough income from paid tech supports, then we can have, e.g. 20% support engineers always supporting forum for free. I still donât know if this way can work.
We did this in cocos.com. And the some solution can be applied to cocos2d-x framework. If we want things go more smoothly, we can have prebuilt binaries in the packages, and suggest coding on scripts (Lua or JavaScript). This will cut down the learning curve for using cocos2d-x. How about your opinion on this?
This is the large complain in cocos2d-x community. My previous idea was that, coco2d-x is still too young, if we keep backward compatibility, it will slow down our iteration. I prefer to have a âbetterâ version, and keep the compatibility later. Seems v3 API set is good enough.
Personally speaking, if we dare to change 80% API in cocos2d-x v4, just like v2 to v3, Ricardo and me would probably be fired by Chukong
Chukongâs plan is to have an unified development platform on cocos.com, with Cocos Studio, Code IDE and many commercial services. Our challenges are:
I mentioned the future plan in this post. Generally speaking:
BTW, all Chukongâs products will be free for developers, the framework level (cocos2d-x, -js) will keep open source. The plan is to make money from: (1) making games and game publishing (2) revenue share with commercial services such as ads, analytics, push, payment etc.
I donât like anysdk. I donât want to upload my APK to some service which is located in China which does some integration magicâŚ
If I am wrong pls correct me.
For AnySDK, you donât need to upload your SDK to our server. Instead, itâs an offline tool with GUI, you can finish your work with this offline tool, which supports windows and Mac OS X. This tool is based on Qt.
Oh, sorry! The screenshots on en.anysdk.com looks like it is webbased!
And I think you are right. Cocos needs to merge the docs in an easy and intuitive to use docs system. Sadly I canât name you one
along with the release, updated documents and tutorials on how to use must be available
@walzer it seems that the AnySDK is great solution for all our needs about social/payment/ad ⌠systems, so i hope that it will be available as soon as possible
Sadly, I review all the whole team and resources today, and we still have only one full-time staff working on documentations in English.
Yes, everyone know him in the forum: @slackmoehrle.
@sillyatom - @walzer is has mentioned that my job is to write documentation. Currently I am writing the programmers guide.
#1 Bug fixes: New features and documentation are great, but if existing functionality is causing glitches or worse crashes, then it makes the system un-usable. This carries over in to some backwards compatibility or maintaining older versions, like making 2.2.6 to support iOS 8 64 bit reqs (thanks).
#2 Documentation: There are a lot of features that I would love to take advantage of, but have trouble finding instructions as to how to implement or modify, two that I am thinking about are iOS IAP through plugin-X, and Sprite3D FBX generation (what are the limitations on the models?). Thank you @slackmoehrle for taking on the Programmerâs Guide, it must be a daunting task.
#3 Features:
By the way, I would be happy to pay for a âfix my projectâ service to solve crashes or quirks that I cannot find a solution to, especially on Android. Maybe this service could also be a way to find and add new features that are frequently manually added by developers (of course with their consent to use the code).
Having Spriter integrated into the cocos studio would be great indeed.
On a side note, being new here, i wouldnât mind paying 10-20$ a month if it meant the engine would improve faster(this is in reference to the unreal engine model).
yes spriter integration would be much better.