Cocos Creator: First Impressions

WARNING: Cocos Creator is still in Beta stage.

So a new editor has been launched by the Cocos team today (2nd March 2016), and I planned to check it out for myself. So I downloaded the Mac build from the downloads page.

Before proceeding I'll break the Bad News. Cocos Creator as of now ONLY supports JavaScript. (Somehow I've always been prejudiced against JavaScript as something only fit for webpage validation, despite knowing that that is not true). Disappointed, I immediately dropped a message to their FB page, asking whether CPP support is coming soon.

Somehow I was worried that JS supports only Webpage/web-view games. Pestered by me, they said it'll come when it's time. And I made peace.

So I was back to the editor, and the first thing it asks you is to login to your cocos account.

Once you've logged in, it asks you to create/open a project, as shown below:


I chose the example collection and proceeded to open the project. I realised the scale of changes the Cocos team had been working on. They're recreating the entire Cocos engine by merging best of Cocos and Unity.


Unity users will at-once feel the familiarity with their environment. The editor layout is strikingly similar to that of Unity. I started exploring the editor, to check out the preferences.
To my relief, it had the option to add the path to Android NDK and SDK. Which meant the editor does support Android builds. :) . To confirm, I checked the Build option from the File menu. And I got this:

It supports Android, iOS, Web, Mac and Windows. What I don't know for sure if the builds are going to be with Web-view or will it be compiled as Native code. I'll touch this issue in some other post.

So I got back to the editor, and checked the Menu items. The "GameObject" in Unity is synonymous with "Node" in Cocos. No surprises here. (You can find more documentation here)


What was surprising though, was the inclusion of Component system. Component system is an excellent way to build "Game Objects" with only the properties you want. The option to add and delete components gives you great control and flexibility with designing your games.


Cocos now also includes its own inbuilt script editor and a console to display errors and notifications, making it a complete IDE.



Below I've broken the window in multiple section explaining what does/is what. Lets check it below:


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