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The last two options allow you to code some or all of your game using those script languages instead of the native C++ and they work just as you would expect a scripting language to work, meaning the commands written in either Javascript or Lua are actually replaced and interpreted as C++ commands by the compiler. The other template options include one with Box2D, one with Chipmunk (both related to physics simulation), one with JavaScript, and one with Lua. You created your first Cocos2d-x application using the cocos2dx template, sometimes referred to as the basic template. These warnings, though certainly annoying, can be ignored. These will mostly reference deprecated methods, or statements that do not precisely follow more recent, and stricter rules of the current SDK. When you run a cocos2d-x application in Xcode it is quite common for the program to post some warnings regarding your code, or most likely the frameworks. After that, this is what you should see in the simulator:
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![zwoptex windows zwoptex windows](https://img.appnee.com/appnee.com/2017/TexturePacker-1.png)
So, assuming you have an internet connection, and that Xcode is ready to rock, let’s begin! Time for action – downloading and installing Cocos2d-x You can find more information on their website:
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Xcode is free and can be downloaded from the Mac App store ( ), but in order to test your code on an iOS device and publish your games, you will need a developer account with Apple, which will cost you USD 99 a year. Although you can use Cocos2d-x to develop your games for other platforms, using different systems, the examples will focus on iOS and Mac.
![zwoptex windows zwoptex windows](http://www.elchiguireliterario.com/wp-content/uploads/2013/03/screenshot_shoebox3.jpg)
(For more resources related to this topic, see here.) Download and installationĪll the examples in this article were developed on a Mac using Xcode.