Mobile game development with Cocos2d-x

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile game development with Cocos2d-x
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from 1 week to 3 months
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Mobile Game Development with Cocos2d-x

Cocos2d-x—C++ framework with long history in Asian mobile market. Clash of Kings, Badminton Clash, dozens top App Store China games written on it. Not most popular choice for Western studios, but technically mature solution: minimal overhead, direct access to OpenGL ES / Metal, detailed render-pipeline control.

Cocos2d-x vs Cocos Creator

Important to distinguish: Cocos2d-x—C++ framework, Cocos Creator—visual editor with TypeScript/JavaScript on top of engine. For new projects 2024–2025, Cocos Creator 3.x—more practical: native TypeScript, built-in scene editor, automatic cross-platform (Web, iOS, Android, mini-games). Cocos2d-x justified for teams with C++ expertise and maximum performance control requirement.

Architecture

Key Cocos2d-x concepts: Scene, Layer, Node, Sprite. Scene graph—node tree. Director manages scene lifecycle via pushScene, replaceScene, popScene.

Components (Component system)—add behavior to Node without inheritance. ActionManager for animations: MoveTo, FadeTo, Sequence, Spawn. Physics—Box2D (2D) or Bullet (3D via Cocos3D).

// Create sprite with action
auto sprite = Sprite::create("hero.png");
auto moveAction = MoveTo::create(1.0f, Vec2(400, 300));
sprite->runAction(moveAction);
this->addChild(sprite);

EventDispatcher for touch handling:

auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [](Touch* touch, Event* event) -> bool {
    // handle touch
    return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

Performance

C++ provides low overhead vs Mono/JavaScript engines. But requires manual memory management: retain()/release() or autorelease pool. Incorrect management—leaks or crash with EXC_BAD_ACCESS.

SpriteBatch for rendering many identical sprites—critical for bullets, particles, tiles. SpriteBatchNode batches draw calls for sprites from one atlas.

TexturePacker for atlases—standard. Format .plist + .png for atlas. Without atlases—draw call per sprite.

Native Integrations

C++ allows calling iOS Objective-C/Swift and Android Java/Kotlin directly via JNI and Obj-C runtime. Both strength and complexity. AdMob, Firebase, IAP integrate via native code with C++ layer bindings.

When to Choose

If team knows C++ and needs minimal app size with predictable performance across Android spectrum—Cocos2d-x justified. For new projects without constraints consider Cocos Creator or Unity.

Timeline

Casual 2D game: 3–6 months. Prototype: 4–8 weeks. Cost calculated after concept and performance requirement analysis.