Developer interview with Takahiro Miyazawa

Tell everyone a bit about yourself and team.

I am Takahiro Miyazawa.

I am a Japanese independent developer that makes HTML5 games. I like video game since a kid. When I was a university student, I made a Web game with Flash and published it on my web site. Before long, I started to make games at work.

Tell us where you came up with the idea for this game. What were your inspirations?

In 2008, I saw Box2D. I was very surprised and wanted to make a game with Box2D. The physics engine is better at breaking objects than assembling objects. The idea of breaking a house came up immediately. But I wanted some other purpose. So I made the rule to throw objects close to the target.

What version of Cocos did you use? Cocos2d-x or Cocos Creator?

I made an iPhone app and an Android app with Cocos2d-x. And then I made an HTML5 game with Cocos Creator.

Did you start with a version and then release with a different version?

Yes. At first, I made web game version with Adobe Flash in 2008. Next, I made an iPhone and Android version with Cocos2d-x in 2013. Now, I made an HTML5 version with Cocos Creator.

Do you use HTML5 or native?

The iPhone and Android native apps use Cocos2d-x. HTML5 uses Cocos Creator. From now on, Cocos Creator is mainly used.

Do you use JavaScript or Typescript?

JavaScript

When did you start using Cocos products?

I started to use Cocos2d-x in 2012. I was very surprised to Cocos2d-x. The app’s performance was very nice more than without Cocos2d-x, And could release very fast.

How did you decide to use Cocos products instead of Unity, Unreal Engine or SDL?

When build apps and html5 games, Cocos has the best performance more than Unity and UE4. And API is very simple.

What features did the engine offer you that made development easy? What do you wish the engine did better?

Tween animation (Node.runAction). Most movements can be made with this. I want to use 3D functions to be more.

What tools did you use besides the engine?

I used image editing tools and music editing tools.

What 3rd party libraries did you need to use?

I needed a physics engine like Box2D. Cocos has Box2D already. So I could make this game quickly.

Did you create the art yourself? What tools?

Yes, I used Adobe Photoshop and Illustrator.

Did you create the music yourself? What tools?

Yes. I used Propellerheads Reason. Voice data was recorded by my voice.

Will you continue to make games in the future?

Yes. Already I’m making 3D games for HTML5 with Cocos Creator. It will be released soon.

Do you use SDKBOX? If so, what plugins are you currently using?

Not yet. I want to use it if it can be used with html5.

Any advice for those also making games on how to get to a release point?

At first it may be released with small contents. It is very tiring to extend the development period.

Any advice or feedback for the Cocos development teams?

Cocos Creator is my best editing tool now. I want you to continue development using Cocos Creator. If possible, I want to use 3D RayCast and Ambient light quickly.

Do you have any friends using Cocos products?

Unfortunately, no friends are using Cocos Creator yet. Because there is still little information in Japan. I am now recommending to friends.

Do you know there are many famous and complex Chinese games powered by Cocos Creator?

I did not know. Cocos Creator is a great tool. So I think there are many.

Would you be willing to help promote Cocos Creator? Why or why not?

Of course. Information can be exchanged if most developers use it. Japan still has little information on Cocos Creator, so I would like to increase it more.

If you are developing HTML5 games, where do you release your games and how is the income?

Not yet. I want to make an income through advertising.

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