Developer interview with embiegames

Tell everyone a bit about yourself and team.

We’re a small team of two. One game designer/programmer (me, Michael) and one graphic designer (my wife, Nina). For now, making games is just our hobby. We both do other things for a living. I’m a software developer in medical technology and Nina is a freelancer in graphic design and photography.

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

When I was at school (13 years ago), I played a simple web game. You just had to click with your mouse to fly up. The goal of the game was to not collide with obstacles. This game was very challenging. I love the concept of very challenging games with very simple mechanics. So I came up with the idea of sneaky bee.

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

I used Cocos2d-x 3.17.1.

When did you start using Cocos products?

The first time I used Cocos products was in the year 2014. I studied information technology and wanted to improve my programming skills. So I thought about making some games. Therefore, I searched for a cross-platform engine for iOS and Android. As my favorite programming language is C++, I tried Cocos2d-x. The first version I used was Cocos2d-x 3.2, I guess.

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

The biggest advantage of Cocos2d-x for me is: It is open-source. This way, the community (or myself) can help to improve the engine. I planned to make 2D games. Cocos2d-x has one of the best performance in 2D games and the application package size is unbeatable. It also supports Android and iOS (these are the two platforms I wanted to release my game on). And it uses my favorite programming language C++. So I decided to use Cocos2d-x.

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

For our first game I needed collision detection, actions, animations, multi resolution support and a simple audio engine. All features are offered by the engine. So it was easy to create our game. The only thing, that consumed a bit more time was the implementation of the UI, as I did not use any graphical editor. I guess, with Cocos Creator, it would have consumed much less time, but Cocos Creator was not available when I started developing my game. In the future I also want to try and use Cocos Creator.

What tools did you use besides the engine?

We used following tools beside the engine:

  • CodeAndWeb TexturePacker to create our sprite sheets for multiple screen sizes
  • CodeAndWeb PhysicsEditor to create physic shapes
  • Adobe Photoshop and Adobe Illustrator to create the graphics
  • Audacity to adapt our music and sound effects

What 3rd party libraries did you need to use?

I didn’t need to use any 3rd party libraries. Cocos2d-x has everything I needed.

Did you create the art yourself? What tools?

Yes, Nina created the art by herself with Adobe Photoshop and Adobe Illustrator.

Did you create the music yourself? What tools?

We got our music and sound effects from soundsnap.com and freesound.org. We did minor adaptations with Audacity, so the sounds fit into our game.

Will you continue to make games in the future?

Of course, we will. At this time, two more games are in the beginning of development.

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

I tried some plugins of SDKBOX, such as Ads, leaderboards and IAP. The integration was very easy. It took no longer than a day. With the GDPR of the European Union (We live in Germany, so we’re forced to comply with GDPR), I integrated things like Ads, IAP and leaderboards by myself. After I finished the integration, I read SDKBOX supports GDPR features, now. That are very good news. As I already integrated all features I needed by myself, I do not use SDKBOX.

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

When I started making games, I made 5 games simultaneously. Tried this, made that. This was way too much. So I focused on one game. To be able to finish a game, even a simple one as we did, you need to finish things step by step. One very time consuming part was not the coding itself. It was the planning, legal stuff like GDPR, and complying with the guidelines of Google Play Store and Apple App Store. Our advice: Set milestones and inform yourself very early in your development process about legal stuff and the guidelines of the stores you want to publish your game on.

Any advice or feedback for the Cocos development teams?

Just keep up the great work.

Do you have any friends using Cocos products?

Sadly, no. But we’re completely new in game development and do not know anybody making games in person.

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

I read about that in another developer interview on your blog.

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

Of course, we’re willing to help to promote any Cocos products. The more people are using this engine, the more people are able to improve the engine.

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