Cocos2d-x Future Tutorials Overview - in progress

  • code_game_chef
    Likes 2

    I am curious to know the TIMELINE of the above modules?

    Also, could you also include things below:

     

    1) Creating a professional Menu like in Angry Birds (which uses ListView or ScrollView APIs)
    2) Creating scrollable Menu like Candy Crush or other (which uses ScrollView/ListView APIs)
    I researched and found that there are many similar looking ways where some uses fixed horizontal/vertical scrolling and some require panning... So you may teach us whatever you wish...
    (You may also cover that if Menu scene can accommodate only first 20 stages on its list at a time and if someone is on some stage suppose 40 which actually falls outside the scene when Menu is loaded by always showing its starting 20 stages first, which means player would have to scroll each time to go to that stage. So what if that area of Menu is already scrolled when the Menu scene is loaded!!)

    (Please cover scroll view and listview apis as you’ve only covered UI relalted views and not normal views that are available in cocos2d-x)

    3) Ultimate need of everyone(analytics, money, sharing): Some plugin integration Google Ads(AdMob) or Google Analytics or facebook integration..
    (This way will add other dimension to you book other than just cocos2d-x which an indie developer would appreciate)
    (Admob integration is already covered but it is not much useful from a beginner point of view so the way you explain can be interesting..)
    http://cocos2d-x.org/wiki/User_Tutorial-Integrate_AdMob

    4) Creating progress bar in splash screen before game starts or other scene loads (which uses Progress API)

    5) Creating animated splash screen/ story scenes before actual scene loads.

    6) Using TMX....(but you may ignore this point because writing effectively on tiles kind of games will itself consume an entire lengthy book)

    7) Covering Resolution can be superb(its what we all need the most and discussed very avidly on the forum a few months back).. You can take any 2-3 varieties. like vertical scrolling game, horizontal scrolling game, and static scene game which has extra stuffs on its borders for larger screens but remove those stuffs when smaller screen to accommodate necessary stuffs...
    People can cover huge variety of games from this...
    You can leave more complicated things like in Candy crush which shifts the entire node from left to right for small screen sizes..

    8) You can cover Candy crush like Portrait to Landscape and vice-versa screen auto-rotate..

    9) Some guide on player panning the entire world in the game which cannot be seen at once but will continue to appear as and when player move towards it. (needs worldToNode Conversion of Position APIs)

    10) Creating custom physics path like in Tiny Wings game 
    http://www.raywenderlich.com/32958/how-to-create-a-game-like-tiny-wings-with-cocos2d-2-x-part-2
    And more important is giving texture to grounds of these paths and creating paths customly as and when the bird is moving forward

    11) Creating swipe cutting effects (using drawNode API) as in FruitNinja, which are created using fingers ... See the white colored swipe using drawNode
    Creating normal lineSegments with drawNode is simple but the effects like this which are in many poplar games can be very interesting..


    12) Cutting a fruit customly .. like in 
    http://www.raywenderlich.com/14302/how-to-make-a-game-like-fruit-ninja-with-box2d-and-cocos2d-part-1
    I got this topic when some person on forum asked a few months back...
    Instead of covering the entire game, you can cover up the core to interest people...

    13) Creating dot dot dot (using drawNode API) path detection like in angry birds when bird.
    This has been covered in Some v3.0 competition from user's Ball tutorial.. But it is not as cool as in angry birds where dots' size becomes smaller towards the other end..
    http://cocos2d-x.org/wiki/User_Tutorial-Predict_Trajectory_With_Box2d
    Also, things have changed a little bit so his API and internal cocos2d module changes has grown a little old as in v3.2 onwards so you would not be creating exactly same thing.

    14) Creating string(of catapult) like in angry birds using box2d/chipmunk and adjusting with cocos2d-x sprites!!

    15) Custom Button effects which are not be achieved by simple MoveBy or JumpBy things... Like creating Jelly button effect(may require extending the default button class)

    16) Camera APIs

    17) Swipes:

    a) Simple swipes, up, left, right and down
    b) Pinching, which a person can use for zooming in/out
    c) Swirl (counter)clockwise.
    d) Double Tap
    e) Long press
    f) Others if you've any in your mind


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  • Michael
    Likes 1

    I saw that you are planning a Soom.la Chartboost Facebook ect series.

    Could you also make a series about plugin-x from cocos2d-x? For example how it works, how own plugins can be developed (facebook for example, twitter, ...) and how own plugins are used. Plugin-x has already lua and js-bindings so that would be a big plus.

  • Sonar Systems admin
    Likes 0

    The Facebook tutorials will most likely be using Plugin-x.


  • pabitrapadhy
    Likes 0

    Hi

    Yesterday I came to know about “ Rapid Game”
    here’s the link to their github project –  https://github.com/NatWeiss/RapidGame

    It seems very promising, as it prebuilds the cocos library which greatly reduces the space and time complexity of game development using cocos engine.
    However it supports more than a single game engine, but it’s primarily build to decrease the time required to compile a cocos project.

    When we build a new cocos project using cocos console, it builds all the cocos library from scratch, which is atleast 500 Mb, that greatly affects the space complexity.
    also as Nat Weiss says, even if we change from simulator to device it rebuilds again. So, a lot of space and time is wasted.

    It would be really great, if you could make some tutorials.
    From start to end for both Mac and Windows.
    I would really love to see my request for the tutorial on top of the list, for reason is that it is almost similar to setting up cocos engine in your system, except it is less in space.
    Please consider my request.

    Regards
    Pabitra Padhy


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  • Sonar Systems admin
    Likes 1

    @pabitrapadhy

    I will contact Nathanael  Weiss and see if we can collaborate on some tutorials for the community.


  • pabitrapadhy
    Likes 1

    Please add MenuItemToggle in the menu seciton of cocos docs.

    I would also request to categorize special nodes provided by cocos2d-x.


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  • code_game_chef
    Likes 1

    @SonarSystems

    Can you please put up tentative TIMELINE for the respective tutorials you’re planning?

    Thanxx smiley


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  • Sonar Systems admin
    Likes 1

    @code_game_chef

    For about half of the tutorials we are working on a Cocos Helper to help developers easily use the features. Which will take a couple of months and is going to be an on going project.
  • Sonar Systems admin
    Likes 0

    Regarding the Cocos Helper, it is due for launch next week as an open source project :D


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  • neeraj9393
    Likes 0

    Hey admin...Could you help me in using sprite3d tutorials??When are they coming in sonarsystems??I am having a tough time using sprite3d in cocos2d-x :(

    If not the tutorials for now i have some doubts in it ....where should i ask the doubts?

     

    Thanks and looking forward to sprite3d tutorials asap :)


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  • Sonar Systems admin
    Likes 0

    @neeraj9393

     

    We are working on Cocos Studio ATM but will soon be creating 3D tutorials.

     

    You can post questions on this platform like you did with the other one.


  • chpax_123
    Likes 0

    Hi Sonar System Guys, Can you make a tutorial about Flatbuffer and/or Games Saved of Google Play Services(cloud storage)?, Thanks and keep doing Cocos2d-x tutorial, you are the only one and the best!

  • Sonar Systems admin
    Likes 1

    It is on our future list of tutorials.

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