tyson Posted March 21, 2013 Share Posted March 21, 2013 Hi all, noticed there was a new release of Cocos2d-html5 with WebGL support today. Also a new version of CocosBuilder which is quite good for rapid HTML5 games making. I imagine this will allow more Cocos2d built mobile games to be ported more easily. http://www.cocos2d-x.org/news/95 -Tyson Quote Link to comment Share on other sites More sharing options...
rich Posted March 21, 2013 Share Posted March 21, 2013 Very nice looking. I've never touched Cocos myself, does anyone rate it much? I've never tested any of their output on mobile browser to know if it'd be worth my time or not. I suspect not Quote Link to comment Share on other sites More sharing options...
tyson Posted March 21, 2013 Author Share Posted March 21, 2013 I've tested it on iOS Safari and it works really well. Android is just OK, but thats a given. Level of tooling support for plist-based spritesheets, bitmap fonts, and animations is really nice. CocosBuilder is just a tool to do rapid development. You don't need it, you can just jump straight into code. I choose it because it just seems really well thought out and easy to get in to.Has massive support behind it, well documented, and its free! Plus, the whole JS bindings to native Cocos2d-x is just icing on the cake. My game uses it http://www.tysonross.com/temp/pinata_pirates/index.html EDIT: Frame rate is capped at 15fps to align with the Android browser, but iOS Safari ran well at 30fps. Quote Link to comment Share on other sites More sharing options...
benny! Posted March 21, 2013 Share Posted March 21, 2013 Your game shows a blank black screen unfortunately on my Nexus4/Android/Chrome. Quote Link to comment Share on other sites More sharing options...
tyson Posted March 21, 2013 Author Share Posted March 21, 2013 Yes unfortunately I haven't tested on Chrome on Android yet. It may be due to _my_ incorrect browser sniffing. Quote Link to comment Share on other sites More sharing options...
norashishi Posted April 3, 2013 Share Posted April 3, 2013 I tried it a little as a beginner. I felt the scaling system of this engine seems to be not pixel friendly but blurry.I tried them below to check it. // It could change the ContentScaleFactor value from 1 to 2 but nothing happened.cc.Director.getInstance().setContentScaleFactor(2); // It worked but blurrythis.sprite.setScale(2); If I could solve this issue and make the scaled pixels look clearly I'll probably use it. Does anyone have any idea? Thank you! Quote Link to comment Share on other sites More sharing options...
splhack Posted April 3, 2013 Share Posted April 3, 2013 I tried it a little as a beginner. I felt the scaling system of this engine seems to be not pixel friendly but blurry.I tried them below to check it. // It could change the ContentScaleFactor value from 1 to 2 but nothing happened.cc.Director.getInstance().setContentScaleFactor(2); // It worked but blurrythis.sprite.setScale(2); If I could solve this issue and make the scaled pixels look clearly I'll probably use it. Does anyone have any idea? Thank you! How about this.sprite.getTexture().setAliasTexParameters(); ? Quote Link to comment Share on other sites More sharing options...
tyson Posted April 4, 2013 Author Share Posted April 4, 2013 Try the new version 2.1.2 beta, and look at the samples. It has new methods for scaling the viewport. Quote Link to comment Share on other sites More sharing options...
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