Cocos vs. AndEngine for Android

I want to make a game using the Tiled Map Editor, and I want to move the character using the D-Pad to move the character

So I'm wondering which engine will be better than AndEngine or Cocos2d

Keep in mind that I'm new to this, so I would like to look at a lot of tutorials.: - D

thanks

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6 answers

Both supprot engines load the TMX card quite simply and are introduced with the D-PAD. Therefore, if your requirements are only such, there is not much difference. Just use what you know.

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Cocos2d-android no longer has support. You should use cocos2d-x, cross-plataform, use JNI to use C ++ code. Read more HERE .

Cocos2d-x is great for creating games, but I never used AndEngine.

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Libgdx : Java (Good documentation/Sample example) (Android/iOs/3D support also) Cocos2d-x : C++ (Good documentation and Sample example) (Android/iOS/window/bada/blackbarry/etc/3D supports) AndEngine : Java (Documentation is **OK** but bit of issue ) (Android) Cocos2d-android : Java (bIT of documentation/ easy to use ) (Almost dead only android) 

If you are familiar with java choose LibGdx OR cocos2d-x for C ++ .

I recommended you choose cocos2d-X

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I started with Cocos2d-android, as it turned out to be the best option, but after a while I was shocked that I could not find any tutorials for Cocos2d-android

either go Cocos2d-x-android, or take AndEngine I have never tried Cocos2d-x-android, but I can confirm that AndEngine is pretty good and you have a lot of examples and enough tutorials to get you started [AndEngine lacks documentation, though .. but that won't be a problem if you start with the official examples]

Edit: AndEngine is now dead

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AndEngine has many bugs. I had the first dilemma of choosing one thing over others, but my options include libgdx, andengine, and cocos2dx ...

Although libgdx is a framework, but it is the most powerful of all, and you can go very deep into the code (u can create some unusual events) ... but for a beginner like me, this is tough because I have no experience in game programming ( also the kind of simple document provided on his website makes you use it, but after a while, when you want to create something of your own, you are puzzled). But the best performance is guaranteed!

Next is AndEngine .. excellent doen work from Nicolas..but, alas, the number of errors is constantly growing, and there are no consistent results around devices. This is one of the main disadvantages. You can avoid mistakes, but when performance is hard to grab, you have no choice but to leave it!

Cocos2d-x (this is what AndEngine will be without errors and good performance in the future). but the only flaw of the coconut is programming on Mac OS ... you don’t have the usual code completion and the tiny mini-functions that are programmers these days. But for performance and coding errors we have taken second place in libgdx !!

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For Android, I highly recommend LibGDX: native, good documentation and a large community / forum.

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