As a cocos2d user you’ve probably encountered this before: you just added another sprite, a label, a particle effect or some other node to your scene – but it just won’t show up!
This article is an attempt at documenting the possible causes, providing steps you can take to verify and hopefully rectify the situation. You can use this as a checklist to provide help for this exact situation. Bookmark this page because you will have to use it eventually, I guarantee you.
These questions are not unlike giving a list of features or requirements and then asking Is potential partner A better for me than potential partner B? And some are closer to asking the general public a very subjective question that requires intimate knowledge about the person who is asking: With whom will I have better sex, A or B?
Well … while there’s a checklist of features that A and B may or may not have that might have some influence on the decision, more often than not your choice depends a whole lot more on whether it just feels right.
You may feel attracted to A because A is so reasonable and the support is responsive and helpful, or you may simply find yourself attracted to how B is open to everything and free of charge. You may also find that despite A or B lacking a specific feature you crave, other aspects that you didn’t even think of more than make up for it. Features aren’t everything, more important is the spirit and ease of use.
Not uncommonly a fully featured game engine (or partner) with all bells and whistles may turn out to have a really steep learning curve, many restrictions, limitations, policies, quirks while “free” may cost you a lot more than you bargained for.
Following is my game engine dating advice that you can take to places like MobileGameEngines.com to make your pick. These are the things that I consider the most important when choosing a game engine for small projects, and that is irregardless of the type of game I might want to develop.
I keep running into posts where users ask how fast cocos2d is, or why their particular code is slow.
I also tried to explain why the question of how fast cocos2d is has no real-world relevance.
Then i added a link to All-Seeing Interactive’s cocos2d Performance Tips as this is such a great post! It covers a lot of topics:
- Profiling with Instruments
- Testing on different devices
- Textures and Texture Atlases
- Speeding up loading times
- Reducing memory usage
- Flipping textures
- Pixel formats
- PVRTC (Texture Compression)
- Pre-render programatically generated textures
- Avoid using atomic accessors
- Read the best practices documentation
As always i hope you find these additions help- and useful.