In the new cocos2d-js changed log, It talked about canceled modification in Spine due to License restriction(http://www.cocos2d-x.org/docs/manual/fr ... angelog/en). That's my problem, Can I change the spine runtime for my game and publish the game? I can't change it, so I can't use the spine in my game, What can I do?
Can I change the spine runtime for my game
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If you have a valid Spine license, you are granted rights to use the Spine runtimes in your game, as well as the rights to modify the Spine runtimes to meet your needs.
The issue with cocos2d-x was that they forked the Spine cocos2d-x runtime and put it in cocos2d-x. Their fork quickly became out of date, but also the Spine runtimes require a Spine license to be allowed to use it in your applications. By including it with cocos2d-x, it means all cocos2d-x users need to license Spine! :o
I got that. But I think it's still a problem. As a module added into cocos2d-x, Not everyone need the Spine Runtime, if one need it, just buy it, or just not add the module. But today everyone need the Spine and the cocos2d-x, he/she need to fix the runtime problem himself whatever he/she buy or not buy it.
Having a copy of the official runtime is a bad idea, even without the license problems. As a module added to cocos2d-x, the module is always out of date. This results in every cocos2d-x user finding that what they exported from Spine doesn't work in cocos2d-x, then I have to tell them to go use the official runtime. Better is when the cocos2d-x guys made changes to their fork of my runtime, breaking things. Then people come to the Spine forums and want me to support the cocos2d-x fork. I just don't have the bandwidth to do that. I'm not making these things up, all of the above has actually happened and was a huge pain. It's better that cocos2d-x doesn't contain spine-cocos2dx.