After re-thinking a bit a cocos2d-objc ideology I came to conclusion that we need some easy way to create multi-purpose cocos2d projects.
There are some problems with current approaches:
- Not everyone likes SpriteBuilder. I personally never used it.
- XCTemplates are undocummented hell. I tried to look into it, but gave up on this. More over: XCTemplates are not supported by Apple,
so it can break anytime with no hope to be fixed. And It is just a
pretty much of a dirty hack.
So I had to find a flexible and easy enough solution for that to proceed on 3.5 development.
So what do we have now?
Cocos2D 3.5 will be a drop-in solution. So to set-up the core engine you will need just to drop a folder into your project and that's it. (Well, not really. You will have to set-up additional targets yourself, if you want them to exist and also fix AppDelegate for now. Yeah, I know, that sucks, we will get rid of CCAppDelegate subclassing in future releases.)
This just one option. Easy enough to set-up a project within 1 min.
But I went a little bit further and created a tool, which creates a Cocos2D Project on top of latest 3.5-core build.
It creates fully swift/fully obj-c project with iOS, Mac and tvOS compiling targets. Adopting all the latest features Apple has for now. Projects generated with this tool run in native resolution on EVERY device.
Currently it can not update cocos2d project and/or add extensions. So you still have to add extensions yourself. Don't beat me. It is still a beta.
You can try the tool here:
Contributing is very appreciated.