Cocos2d-x vs cocos2d-android for an Android game

20,497

Solution 1

Note that there are two projects with almost the same name: cocos2d-android and cocos2d-android*1*. The latter is a fork of the former and its author did it because cocos2d-android project was almost dead.

In the beginning I was in doubt about cocos2d-android1 (which seems to be a very good work) and cocos2d-x but the possibility to develop in C++ (that I like a lot) and be multi-platform made me chose cocos2d-x.

I'm still trying to learn cocos2d-x.

What I like about it:

  • List item

  • it's a C++ framework

  • you can develop for Android, iPhone, Bada, Blackblerry Playbook, Windows and Linux. Please, notice that at the moment cocos2d-x team advises that Windows and Linux port are meant for easy your development not for production.

  • it has a Lua binding

  • it has a version for Marmalade (a paid multi-platform SDK)

cocos2d-x works with NDK since release 4. Currently I'm using NDK r7. You can develop for devices running since android 2.1 (API 7)

It seems that there are some issues with cocos2d-x on android 4 (what shouldn't be a problem because both it's still not that wide spread and cocos2d-x team will fix any problem they come across).

You will be able to access platform specific functionality like in-app purchase but it comes with a price: you will do almost everything using JNI.

Definitely it's harder than just putting a jar SDK into libs folder and directly call Java functions but it's feasible.

You can develop on Windows, Linux or Mac. For each OS you're using in the development machine the procedures to prepare your environment (cocos2d-x + target SDKs) varies. It's not a problem because you usually will stick with one of them.

Now let me tell you that it's not that easy to debug JNI / Java code. Why? Because there are many steps you must take to enable this and debugging process is slow.

So that cocos2d-x team advices to develop all your game for Linux or Windows and after that everything is up and running you compile it to Android. This way you will have minor problems to solve (if any)

I prefer to develop for android from the beginning.

All in all, I'm really happy coding with cocos2d-x. Community is very passionate about cocos2d-x and they are very supportive.

In the process of learning I wrote two tutorials:

Regards.

Solution 2

I had the same problem 2 month ago. Cocos2d-Android is dead, so use cocos2d-x. Here some links and tutorials to start using it.

Solution 3

If you are comfortable with C/C++ , by all means go the Cocos2d-x route. HOWEVER, if you are coming from an Android and Java background, with no experience in C++ , it can be a really painful experience getting everything in order. In asmuch as the Cocos2D for Android Project has been slow recently, I wont particularly say its dead. I used the version hosted on github here .. https://github.com/ZhouWeikuan/cocos2d

There are several tutorial on getting started.

Step by Step Guide on How to build your first Slider Puzzle game in Cocos2d for Android – Part 1 http://denvycom.com/blog/step-by-step-guide-on-how-to-build-your-first-slider-puzzle-game-in-cocos2d-for-android-part-1/

How To Make A Simple Android Game with Cocos2D http://dan.clarke.name/2011/04/how-to-make-a-simple-android-game-with-cocos2d/

For all others coming to this thread, I hope this is useful!

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Jason Weiss
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Jason Weiss

Updated on July 09, 2022

Comments

  • Jason Weiss
    Jason Weiss almost 2 years

    After using 'cocos2d-iphone' in one of my projects, I am trying to decide which flavor of Cocos2d I should use for an Android game. My personal list of pros and cons:

    Cocos2d-x

    pros: it should be easier to bring the game to iOS later, potentially other platforms as well

    cons/doubts: debugging c++ code on Android (easy or not?), compatibility of NDK app with various Android devices (how much of a problem?), accessing platform-specific functionality (in-app purchases, etc.)

    cocos2d-android

    pros: all Java, easier to setup and access platform-specific functions

    cons: will have to translate from Java to either c++ or Objective-C for other platforms

    Are there other issues with either of the options that I didn't think about? If anybody had to make this choice, what did you choose and why?

  • AndroidDev
    AndroidDev over 11 years
    These tutorials are helpful. But I am working in Windows 7. Are these tutorials work same in Windows 7?
  • Plicatibu
    Plicatibu over 11 years
    Unfortunately no. I failed to make it work on Windows + Cygwin. Sorry.
  • Sameer Z.
    Sameer Z. over 11 years
    do cocos2dx cocos2d-2.0-x-2.0.2 support in linux<br/>(ubuntu 11.10) for Android, i am facing below issue in module loading <br/>$(call import-module,CocosDenshion/android) $(call import-module,cocos2dx) $(call import-module,extensions)
  • Plicatibu
    Plicatibu over 11 years
    Unfortunately I'm no using cocos2d-x since they started version 2.0, so I'm not able to help you.
  • user739711
    user739711 over 11 years
    @MarcioAndreyOliveira are you still using cocos2d-x ? is it worth using.. ?
  • Harpreet
    Harpreet about 11 years
    Every time I check a tutorial, its either asks to install each and everything compatible to COCOS or some says to add lines somewhere but doesn't specify where and why. No one is providing any reasonable tutorial for beginners.
  • vgonisanz
    vgonisanz about 11 years
    If you doesn't like the official tutorials: cocos2d-x.org/projects/cocos2d-x/wiki/… you can follow this book: cocos2dbook.com/book ; Its for objective-C but with small changes it is helpful