Hello linux users!
Cocos2dx is a great engine. I did 4 games with JavascriptBindings on MacBook so far, but now I want to try pure Cocos2dx on Linux (Fedora19 actually, HelloWorldGame compiles and work on my Android device).
On Mac I used Xcode, Eclipse, CocosBuilder(!), TexturePacker(!) and other great stuff to develop my games.
I wonder which tools you are using.
How do you prepare scenes for more than one resolutions without graphic tool for that? (I mean no CocosBuilder on linux).
How do you create sprite atlases without TexturePacker?
How do your dev workflow look like?
Is there any efficient way to develop games on linux with Cocos2dx? It would be great if yes!
Do I need Apple MacBook to develop Cocos2dx games for Android?
Hi, thanks for your reply.
I know that I can use Linux, but is there any efficient way to do it? What do you use instead of CocosBuilder to create your scenes and publish sprites for different resolutions?
I didnt know that TexturePacker works on Linux, thanks.
I know that I can use Linux, but is there any efficient way to do it? What do you use instead of CocosBuilder to create your scenes and publish sprites for different resolutions?
We have our own GUI library that is much more robust than CocosBuilder and we use only one set of textures at the moment…
I think that the best IDE for cocos on linux is Eclipse with CDT, I use also SublimeText for non-c++ files and AStyle for code auto-formatting.
I dont use CocosBuilder. Just a Makefile, text editor, texture packer, compiler.
I have a MacBook Pro and I literally just need that. I can target whatever other platform I need. VM’s and shared folders and I can do anything I need. I dont even need to visit the linux instance except to compile. To do that I just start the VM, hide it and SSH into it from my Mac, even though it is running on my Mac.