Coconut2D Game Editor (Canceled)
Coconut2D Game Editor (Canceled)
Coconut2D is a software for creating HTML5, iOS, Android and PC games that your really design and code once, and play everywhere!
Coconut2D is a software for creating HTML5, iOS, Android and PC games that your really design and code once, and play everywhere! Read more
About this project
What is Coconut2D ?
Coconut2D Studio is a game creator software for developing casual and social games. The software is an Integrated Development Environment (IDE) for Windows that unifies a vast array of cutting-edge 2D Game Design, Compilation and Debugging technologies, under a simple and easy to follow development process.
Coconut2D key design feature is a Flash-like Animation Scene Designer that helps you layout your game only once, and it automatically adapts it to every screen size, aspect ratio and pixel size. You can even preview your game live on various screen resolutions and dpi; this way you don't have to worry if your game will "fit" on every device. The designer can animate both Timeline-based animations as well as Sprite Animation Sequences. In fact, importing, editing, optimizing and testing Sprites has never been simpler! You can even export Box2D fixtures and bodies from any image contour and create games with complex 2D Physics.
Now if you connect the dots:
Coconut2D is a game designer software unlike any other tool you tried before, especially in terms of compiler technology! It has many innovative design-time features for 2D games and it compiles native games for iOS, Android and PC, as well as HTML5 Browsers! All that by designing your game once, and coding in one programming language!
Meet Coconut2D Game Designer!
The IDE is full of modern features such as Project Explorer, Assets Explorer, Code Editor with IntelliSence and Debug tools, Debug Panels, Breakpoints Editor, Expression Evaluator, Immediate Window (you just type ? followed by an expression and it evaluates it on the fly), GitHub Integration, JSON Viewer, Image Browser, Properties Explorer, Texture and SpriteSheet Editor, Advanced Tiled Layer Packager, and the OpenGL Scene Animation Editor with Timeline editor.
With Flash-like Scene Animation Editor you can create complex Stages and Animations for your games.Complex animations can be converted to Symbols for reusability. When editing a Symbol all instances are automatically updated.
The Timeline allows you to arrange Layers, enter KeyFrames, set Time Labels and preview your animations.
For a better view of your Animations in time and space, Timeline can be used in conjunction with Scene Explorer, that reveals the nesting of your animation clips.
From the Designer, you can bind animation clips with Classes, and set design-time, and run-time properties.
In Designer, Complex animations can be converted to Symbols for reusability. By editing a Symbol the designer automatically updates all Instances.
All assets are organized in Assets Palette, from which you can drag-and-drop them on the designer. Once an asset is placed on the designer it is assigned an InstanceName that can be used to control the asset by code.
Coconut2D Studio Scene Animation Editor implements a Cross-Screen-and-Resolution Design and Preview Feature that spawns across design-time, compile-time and run-time in order to optimize graphics usage. At design-time the Art Directors sets a fixed viewport in which Animators must place their assets. At compile-time animations are analyzed in order to derive optimal image sizes from keyframe transformations, with respect to the fixed viewport. At runtime the viewport is proportionally scaled to fit the device's screen size, and image textures are loaded depending on their calculated optimal size. This method avoids loading images by dpi designation (ldpi, mdpi, tvdpi, hdpi, xhdpi) and ensures that optimal sized image variants are always loaded. The Cross-Screen-and-Resolution design feature also eliminates black edges in the breed area around the game viewport.
All assets placed in that viewport are guaranteed to be visible across every device regardless of screen resolution, size, ratio and dpi.
Thanks to this fixed viewport, you also get a fixed coordinate system across every device; A mouse or touch event produces the exact same coordinates on every device.
The IDE has several iOS and Android device presets for previewing how the fixed viewport will adapt on various devices at desing-time.
Assets supported are PNG images, OGG Audio Files, True Type Fonts and of course Animations. PNG files can be either Sprite Atlas, Packed Tiled Layers, or 3x3 Button Skins. Animations are defined by using Animation Sequences (eg. Idle, Walk, Jump, Fire, Die) and all Metadata are stored within the PNG Files in a custom Coconut2D Header. Especially for optimizing graphics memory on iOS and Android devices we have devised a Tiled Layer texture compression algorithm that further compresses huge background images on the fly, thus saving more precious memory.
What games can you make with Coconut2D ?
We wanted to make sure that famous Game Engines can be implemented with Coconut2D, so we designed and implemented most of them for you! In Coconut2D Studio you will find simplified straight-to-the-point Game Engines for Puzzle Games such as Candy Crush, Tower Defense Games such as Plants vs Zombies, Scrolling Platform Games such as Flappy Bird, Physics Games such as Angry Birds, and several Casino-specific Game Engines for Scratch, Slot, Bingo and other Instant Win Games.
What are Coconut2D Innovations?
Coconut2D Studio IDE is capable of compiling C++11 code directly into a native iOS, Android and x86 applications. Especially for iOS apps, they are trully compiled on Windows, using a special port of the LLVM compiler; that is the same compiler Apple uses in XCode. iOS compilation process of Coconut2D Studio also code signs your apps with your official developer certificate.
For developers that wish to compile iOS apps on their own or on a Mac with XCode, Coconut2D Studio has an "Export XCode Project Feature".
Coconut2D Studio can also transfer your application on a USB connected iOS or Android device for testing and debugging, while debug messages from the devices appear in Coconut2D Studio Console. On latest Android devices, Coconut2D Studio can even record a video of the game while running, for producing demos of your games. We hope to expand this feature to iOS and CocoPlayer as well.
Coconut2D Game Engine is a Finite State Machine Automaton controlled by a new programming entity called State. States define a singularity in the execution context of Game Loop, they have explicit enter and exit points and they offer distinction between tick and paint.
To unify Native and HTML5 worlds under a single API while getting the best performance every time, we designed a set of Native Device Wrappers that virtualize the HTML5 Canvas across desktop, tablet, mobile and other devices.
- Real Classes as first-class citizens
- Constructor with constructor arguments and inline base class initialization
- Destructor (invoked on delete)
- Public, Private, Protected Access Modifiers
- Published Access Modififer for Design-Time binding
- Abstract Functions
- Static Functions and Fields
- Virtual Functions and base class access with super keyword
- Function Overloads
- Constants and Enums
- Properties (setter, getter)
- Events Registration and Notification System
- Interfaces and implements keyword
- Structs (with super fast instantiation)
- States (for Game Loop FSM)
- Class and Interface Inheritance Model
- Class Delegation Model
- Strong Type System
- Explicit Integer, Float, Time, String, Boolean and Date datatypes
- Stream and DataStream datatype
- Typed Arrays and Arrays of Objects
Conditional Compilation and Compiler Directives (eg. #ifdef BOX_2D )
- Export of Debug Symbol Tables for real Debugging
- Export of Code Symbols for IntelliSyntax Editing
- Export of State Machine and Class Diagrams
- Compiles to C++11 Portable Code
What will we do with your money?
This is an absolutely vital amount for our small development team that will help us sustain the company for the next months in order to complete the product and get it out to the market. Your support reaching this target is a critical factor for us, and we carefully set this goal because we strongly believe it can be achieved.
Rewards are organized in 3 groups:
- 5 - 99 GBP: Recognition, as described in relevant pledges.
- 100 - 1999 GBP: 1-year License of Coconut2D Studio IDE, as described in relevant pledges.
- 2000 - 5000 GBP: Non-expiring License(s) and updates of Coconut2D Studio IDE, as described in relevant pledges.
Also we want to implement Data Binding; Data binding is the process that establishes a connection between the application User Interface and business logic in a declarative and often visual manner. If the settings and notifications are correctly set, the data reflects changes when made. It also means that when the User Interface is changed (eg. user types a value to a data-bound TextBox), the underlying data on the Database will reflect that change.
Do you remember about the revamp we said earlier? Now we’re talking about Complete Rewrite the IDE in Qt, in order to have the IDE available for Mac / Linux as well. Currently the IDE runs only on Windows but by porting it to Qt we hope to port the entire IDE to Linux, Mac and even HTML5 Browsers with Emscripten! This is a dream we would really hope to achieve!
We are not greedy… Reaching this goal means you really believe in us, just like we believe in Coconut2D. To thank you, every single one of you (yes, you!!), you will be getting a free license no matter how much you contributed! Now, go and create some fun games we can play!
mobileFX runs its everyday business with six employees, two for business development and managerial tasks (back: Lina, Irida), two graphics artists (right: Sakis, Despina) and two programmers (left: YiamiYo, Elias). We collaborate on a part-time basis with three freelancers (Vasos, Lefteris and George).
We operate under a variant of the XP model (Extreme Professionals) designed by Lina, that reflects our skills and it is appropriate for small teams like ours. All of us have academic education and we receive dedicated training seminars at least once per year.
Risks and challenges
We truly believe that we have a rigid plan for the months following a successful campaign. Most of the software is already implemented and the core compiler and frameworks are already available as open source on GitHub as a proof of concept.
As you can see from the 4 month plan we presented, the work that needs to be done is partitioned in three major deliverables:
a) wrap-up the IDE
b) produce the game samples and documentation and
c) implement the web site services that will support the product.
The major challenge with the IDE is integrating Box2D body attributes with the game designer; so far we have implemented the world attributes and we created a tool that extracts a rigid body from an image. We need to export this information in code and bind it with the physics engine.
The major challenge with the sample games and game design documents is finishing them all on time for the release. We have been working on the graphics and animations and we will be updating our facebook account with the rendered animations as we progress with this campaign.
Frankly we believe there is no challenge when it comes to implementing the web services. It is plain commodity work that we have scheduled to do.Learn about accountability on Kickstarter
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