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New cocos2d-html5 release with WebGL support


tyson
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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.

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  • 2 weeks later...

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 blurry

this.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!
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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 blurry

this.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(); ?

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