What features do you wish Cocos2d-x provided?

@Lion_Ts: Just because it’s something what an engine normally not does it could. That f. e. could be a delightful requirement what makes the difference compared to other engines. Just saying. (Admob integration or facebook/twitter integration is also a part which is not default for a engine but it’s worth thinking about it)

Please add Transition for popScene

Yeah pls add Transition for popScene, I would to see that too!

Hi!
why not a widget in UI Editor for animated Sprites? I mean, It would be great if I could insert an animated sprite and when I decide editing in the timeline I saw all the frames loaded in there. Then I could edit the animation in the timeline…

I’m a designer and I’m new in COCOSTUDIO so I don’t know if this is very difficult or impossible…just an idea.
Thanks a lot for your effort!

Accessibility that works with Android and iOS

If we can create a texture with an SVG image, that would be great since we won’t need two or three files (960x640, 1280x768, etc.) for each image.

Texture2D *texture = Texture2D::createWithSVG("a.svg", 960, 640);
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I wish, there would be minimalistic project starting points for genres. Think of them as prototyped templates which wouldn’t contain much graphics but rather a solid starting point to build upon. Having alredy all needed set, divided into genres like this:

  1. 2D-Platformer (TMX tilemap, parallax scrolling, power-ups, hud, player, level select, controls/touch events)
  2. Infinite Runner (Parallax scrolling, random environment, power-ups, hud, player, touch events)
  3. Board Game (TMX tilemap, selecting a tile (gid), turn-based, score, level select, board coordinates)
  4. Adventure / Quest ( Scene scrolling, define hot spots, basic player inventory, basic dialog implementation, etc)

How these templates should look like:

And any other type of genre you can think of.
Soon, when i have more time, i’ll provide some examples with source.

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I’d like to have OpenGL ES 3.1 support. Unity already has it. Benefits are all the new features this new API provides.

  • Out of the box support for gestures.
  • Support for Themes in the GUI system
  • Better integration with native SDK e.g: a CocosViewController class for iOS and a CocosActivity for Java. Right now mixing native and coco2d-x is not really easy/clean to achieve.
    -a QT Hello world application to show how to integrate Cococ2d-x with the QT framework
    -MACROS to define the current coco2d-x version. Allowing better reuse of code between projects using different versions of QT.
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I want to +1 the request to make it easier to upgrade existing projects without needing to create new project using script. And some people will want to keep cocos2dx folder in a different location, not copy it inside every project.

My suggestion is to NOT change anything in how the cocos2dx projects and code are structured. The script is very helpful for new developers or when starting a new project.

But script is not useful when upgrading existing projects, or if someone doesn’t like default code structure.

For making it easy to upgrade, only add documentation on how to create a new project MANUALLY without using script (this will include steps like adding cocos2dx library as a dependency, and adding paths for header includes etc…).

When we have clear steps on all the project settings needed to create a cocos2dx project, then we can easily check and update our existing project settings when new cocos2dx version is released. And if someone wants to keep cocos2dx code in a separate location etc… they can make those changes also easily.

@dotsquid Will this resolve your concerns?

@Chano Cocos2dx 3.0 already has ‘some’ support for changing screen sizes. Currently it is only implemented for when screen size changes on ios/android device orientation change, but that same function can also be called when a desktop window is resized. Check AppDelegate::applicationScreenSizeChanged

You can symlink cocos in if you don’t want a separate copy in each game

I hope the cocos2d-x can support windows phone more efficent. the converting from the opengl to directx decreased the efficency too much.

Microsoft did the WP8 version.

Please make a sample for in-app purchase on Windows Phone. Without it, developer get hard to earn money.

I wish you can add features that the wp project can support direct.not use angleproject to transform opengl.thanks

Implement missing win32 SimpleAudioEngine methods!

+1!!! :stuck_out_tongue:

Please add a CCEditBox which supports multi line text.

[disclaimer: I have not started using v3.1 yet, but i’m pretty sure these are not in there]

a. Audio recording - I have seen several posts of people requesting this, as I myself am trying to build something for iOS/Android. Also if you do, please please please include metering.
b. Device camera access - I’d like to be able to take a picture and use it in app, like as the texture for a sprite
c. OS level image storage - I would love a function to save an image to the device’s built-in photo system, being the “Camera Roll” in iOS and the “Gallery” on Android, instead of just to the app’s storage.
d. Video playback - I’ve seen this is “experimental” in v3.1, but from trying the TestCpp version it is pretty shoddy. Also, The video layer should be able to be behind other layers so that UI can be on top of the video, such as a skip button.
e. Webview (for C++ version) - sometimes showing a web view without leaving the app is necessary, such as to show a privacy policy.
f. In-App Purchase support - I know there are several 3rd party versions out there, but having it fully integrated would save a lot of time for us developers. Namely, I would like to see iOS, Google Play, and Amazon stores supported (I am developing for the US market).
g. enhancements to audio playback - there was a thread a while back about new audio system in 3.0 (maybe lost in forum transition?)), but a few items from that list: getting duration of an audio file, as well as having an Action to play an audio file which has the duration of that audio file (useful in Sequences); current playback time of an audio file.

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Ordered by importance:

  • Easier project updating
    • Too annoying to create a new project and retune all specific settings again
  • Gesture recognizer (rotate, pinch, swipe, tap, etc.)
    • Surely standard enough for any mobile app
  • More sophisticated audio control:
    • Sound specific/independent volume control
    • Get duration of file
  • Basic Lighting (Like you see in libgdx)
    • Hard lighting
    • Drop shadow
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