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Need help getting started with Cocos2d-x to build for iOS & android

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@KAMIKAZE wrote:

I'm moving from cocos2d-iphone. Using macOS.
I downloaded http://www.cocos2d-x.org/filedown/cocos2d-x-3.13.1.zip Then I hit "Learn -> Get Started".
I saw "Tutorials from Make School" and clicked on "Building The Game Of Life" link and saw message: "Sorry, but the page you were trying to view does not exist."

Then, I went to "Programmers Guide" and started "iOS Setup" - nothing to see here actually as I already downloaded zip file and unpacked it into: "/Volumes/MacData/Cocos2d-x" folder .
Moving next - "Starting a new project" -> "Cocos Command-line tool".

Now: there are many problems and confusions - in "Creating a new project" there are command for creating project using static libs, so I just tried it as I saw it there, but it's not worked. And only after some paragraphs you showing how to compile libs, so after that I can try to create project using static libs.
But anyway - it's not creates project using static libs even after I compiled libs because when I run "cocos new ProjectName -p projectname.com.name -l cpp -t binary" to create new project I get: "Template named 'binary' is not found." And so I should google this problem and later find how to fix this - "cocos gen-templates". But in documentation there is no info about that in step by step mode.
Only after I googled for solution, later I found this command in Unique command-line options at the end on the document, just like as additional information.
Also I got problems while adding paths while running setup.py, but I will not saying here about that.. it's enough after all. Oh dear.

And so... what to say? This documentation if really really bad. But I'm just saying. No questions about that. Maybe you will take a look...


Now, when I have finally created, build & run project for iOS. It's simple and cool just to run in Xcode.
But I can't find even any docs how to build for android and deploy to android store.., where is this documentation with step by step guide etc?

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Prebuilt libraries setup the definitive guide and game project kickstart for cocos2d-x 3.13.1

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@crittergorge wrote:

Save time and space using prebuilt libraries for c++ builds. With a step by step manual workout to setup a helloworld starting project on ios, mac, android adt and android studio. I've never tried the others.
Howto tested with cocos2d-x 3.13.1, android-19, ndk r12b, xcode8 on mac os x el capitan. Just for writing things down before one forgets.
Note: you can avoid all this by simply using cocos creator. But if you, like me, have legacy c++ code...


----- engine setup - one time only after installation


----- cocos2d-x engine setup
Supposedly you have downloaded the latest cocos2d-x release, and unzipped it into a directory of your choice. That's your cocos engine base install dir, which we'll simply call {CCENGINE} from now on. Then you set everything up as described into the engine setup documentation, run setup.py etc. etc., exactly as described in https://github.com/cocos2d/cocos2d-x readme.

----- Android prebuilt libraries setup fix
Let's start with Android. First of all we need to fix a file into the engine install dir to avoid an error when using prebuilt libraries. Go to:
1. cd {CCENGINE}/cocos/prebuilt-mk/
2. vi Android.mk (or edit the file with your favorite editor)
3. change: $(call import-module, android/cpufeatures/prebuilt-mk)
to: $(call import-module, android/cpufeatures)
Anyway library building works even deleting this row. Who knows why...

----- android libraries generation
Create android engine prebuilt libraries with:
4. cocos gen-libs -p android -m debug
This is going to create default android prebuilt libraries in {CCENGINE}/prebuilt dir. Feel free to use --app-abi flag with possible values: armeabi:armeabi-v7a:arm64-v8a:x86, just for building different types of android devices abi library support. But you'll be probably comfortable with armeabi alone and at most x86 in for emulators. That accounts for: cocos gen-libs -p android -m debug --app-abi armeabi:x86

----- ios libraries generation
5. cocos gen-libs -p ios --app-abi armeabi:x86_64 -m debug
You could spare yourself using --app-abi flag, but you probably want to add x86_64 for bulding against the ios simulator. To include it in the library, you need to go to the engine installation dir and change a flag in ios cocos library build file when building for debug, as follows:
6. (optional) cd {CCENGINE}/build. double-click on cocos2d_libs.xcodeproj. Xcode opens.
7. (optional) "Build active architecture only" is set to yes for debug. So select cocos2d_libs project then in the search bar up right type "active". Choose debug and set all targets to no.
At the end of bulding, test the obtained library with:
8. (optional) lipo -info {CCENGINE}\prebuilt\ios\libcocos2d iOS.a to get the message: "Architectures in the fat file: libcocos2d iOS.a are: i386 armv7 x86_64 arm64", showing arm(ios devices) and x86_64(ios emulator) support in one fat binary.

----- mac libraries setup
Generate mac libraries with:
9. cocos gen-libs -p mac -m debug

----- cocos binary templates creation
You need to create binary templates for using them with cocos create and prebuilt libs. So:
10. cocos gen-templates
This is written apart in the docs. Found by trial and error. And this is going to add the much desired binary templates in {CCENGINE}\templates. And you now can do:

----- create binary project with prebuilt libraries
Here we go:
11. cocos new -l cpp {CCGAMENAME} -t binary
Sadly, this creates no template for android studio, and the ios/mac template doesn't seem to work. Apparently, it has no schemes. And the include dirs in the build project setup are pointing to /Application/Cocos... while my {CCENGINE} installation is in /usr/local...
Oh, and you get a couple nice directories with cocostudio things and conf files here and there. Clearly it needs some updating...
But the proj.android adt setup works. Try:
12. cd proj.android
13. cocos compile -p android
Try deploy on a device. Hello World!
Followin' fixes for what's missing.


----- project setup - to do on every project you create


----- create your project
We'll behave as if templates are not working at all. So here's are all the manual steps.
Let's start with creating a new cocos project. Open a command prompt and move to your favorite work dir and:
14. cocos new -l cpp {CCGAMENAME}
We get a directory with a new cocos project which we'll call {CCPRJ}, our game directory.
15. cd {CCPRJ}
Into this dir there's a {CCPRJ}/cocos2d installation. This is the local copy of the engine, created every time you do cocos new.
We can delete the cocos engine local dir so we are sure it won't get in the way. Of course this is not created if you used binary flags on cocos create.
16. rm -fR cocos2d

----- android glue library setup - one time for both non-binary created android adt and/or android-studio (skip this if you use android adt binary template)
We need to setup the cocos platform java to cpp bridge library. This part of the engine connects java and c++ code. It's located in {CCENGINE}/cocos/platform/android.
17. cp {CCENGINE}/cocos/platform/android {CCPRJ}/{CCBRIDGE}
If you created proj.android with binary template, you don't need to do this step, nor the following android adt setup.


----- android adt setup (skip this if you use android adt binary template)


files to change:
- Android.mk
- build-cfg.json (optional)
- project.properties

----- ndk-build setup
Change to android adt project, proj.android. We'll call this simply {ANDROID} from now on.
18. cd {CCPRJ}/{ANDROID}/jni>
19. vi Android.mk (or open with a text editor).
change: $(call import-module,.) to: $(call import-module,./prebuilt-mk)
This makes us use the prebuilt system. Now we need to link from project to engine dir.
20. change:
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos/audio/include)
to:
$(call import-add-path,{CCENGINE})
$(call import-add-path,{CCENGINE}/external)
$(call import-add-path,{CCENGINE}/cocos)
$(call import-add-path,{CCENGINE}/cocos/audio/include)
(you can use bash variables in the form: ${CCENGINE}, but they probably need further configuration to use in an ide)
Test it with:
21. cd {CCPRJ}/{ANDROID}
22. ndk-build
you should get:
[armeabi] Compile++ thumb: MyGame_shared <= main.cpp
[armeabi] Compile++ thumb: MyGame_shared <= AppDelegate.cpp
[armeabi] Compile++ thumb: MyGame_shared <= HelloWorldScene.cpp
[armeabi] Compile thumb : cpufeatures <= cpu-features.c
[armeabi] StaticLibrary : libcpufeatures.a
[armeabi] SharedLibrary : libMyGame.so
[armeabi] Install : libMyGame.so => libs/armeabi/libMyGame.so
now your code (AppDelegate, HelloWorld and so on) has been built into shared library libMyGame.so, the one called from java when activity is started.
now run:
23. cocos compile -p android
you should get errors and warnings:
Android NDK: WARNING: Ignoring unknown import directory: /Users/max/Developer/Stage/Workspace/Cocos/MyCppGame/proj.android/../cocos2d
Android NDK: WARNING: Ignoring unknown import directory: /Users/max/Developer/Stage/Workspace/Cocos/MyCppGame/proj.android/../cocos2d/cocos
Android NDK: WARNING: Ignoring unknown import directory: /Users/max/Developer/Stage/Workspace/Cocos/MyCppGame/proj.android/../c
BUILD FAILED
/usr/local/android/tools/ant/build.xml:459: ../cocos2d/cocos/platform/android/java resolve to a path with no project.properties file for project /Users/max/Developer/Stage/Workspace/Cocos/MyCppGame/proj.android
to get rid of warnings (optional):
24. vi build-cfg.json
change:
"../cocos2d",
"../cocos2d/cocos",
"../cocos2d/external"
to:
"{CCENGINE}",
"{CCENGINE}/cocos",
"{CCENGINE}/external"

----- java/cpp bridge library setup
25. vi {CCPRJ}/{ANDROID}/project.properties
change:
android.library.reference.1=../cocos2d/cocos/platform/android/java
to:
android.library.reference.1={CCBRIDGE}/java
Try again with:
26. ant clean
27. ant debug
Everything'd be ok now, and you'd get an apk.

----- deploy & run
Now with cocos utils:
28. cocos compile -p android should yield BUILD SUCCESSFUL!
On with the testing, connect a device or fire up an emulator, then
29. adb devices, and when it shows something is connected, then
cocos deploy -p android. Hello World!
Or to avoid boring unneeded recompilation, use adb install (adb install {CCPRJ}/bin/debug/android/{CCGAMENAME}-debug.apk (revert with adb uninstall org.cocos2dx.{CCGAMENAME})


----- android studio


Now we set up to work on proj.android-studio/app, which now becomes our {ANDROID} installation.
files to change:
- Android.mk
- build-cfg.json (optional)
- settings.gradle

----- ndk-build step
30. Do as in steps 18-24 of android adt

----- java/cpp bridge library setup
31. cd ../..
32. vi settings.gradle
change: project(':libcocos2dx').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/libcocos2dx')
to: project(':libcocos2dx').projectDir = new File(settingsDir, '{CCBRIDGE}/libcocos2dx')
Try with:
33. gradlew --info assembleDebug
and you'll get an apk, then
34. cocos compile -p android --android-studio

----- ios/mac
files to change:
- MyCppGame.xcodeproj

----- ios/mac setup
On updating the project setup file. Change to {CCPRJ} proj.ios_mac (called here {IOSMAC})
(for a visual guide you can follow @nite post here http://discuss.cocos2d-x.org/t/how-to-speed-up-cocos2d-x-build-with-prebuilt-lib/23402. Apple part is the same.)
35. cd {CCPRJ}/{IOSMAC}
36. double-click on {CCGAMENAME}.xcodeproj, xcode fires up
37. find cocos2d_libs.xcodeproj (on the left project file explorer) and delete it.
Go to prebuilt dir:
38. cd {CCENGINE}/prebuilt/ios
39. drag and drop "libcocos2d iOS.a" into XCode. In the add file to project popup, select the following options: assign it to MyCppGame-mobile target, uncheck copy item, check create groups.
40. cd {CCENGINE}/prebuilt/mac
41. drag and drop "libcocos2d Mac.a" into XCode. In the add file to project popup, select the following options: assign it to MyCppGame-desktop target, uncheck copy item, check create groups.
Last one, change project include directories still pointing to the old setup.
42. Select MyCppGame project, then in the search bar up right type "header". double-click on "Header search path", change:
$(SRCROOT)/../cocos2d
$(SRCROOT)/../cocos2d/cocos
$(SRCROOT)/../cocos2d/cocos/audio/include
$(SRCROOT)/../cocos2d/extensions
$(SRCROOT)/../cocos2d/external
$(SRCROOT)/../cocos2d/external/chipmunk/include/chipmunk
with:
{CCENGINE}
{CCENGINE}/cocos
{CCENGINE}/cocos/audio/include
{CCENGINE}/extensions
{CCENGINE}/external
{CCENGINE}/external/chipmunk/include/chipmunk
Lastly, mac setup is missing an entry for building.
43. Select MyCppGame-desktop project, then in the search bar up right type "header". double-click on "Header search path".
44. add: {CCENGINE}/external/glfw3/include/mac
Now you can compile and run on ios and mac. CMD-R... Hello World!

----- Cleaning and final considerations
45. You may want to remove {CCENGINE}/build/build/cocos2d_libs.build. It contains all ios and mac intermediate, and on my machine is at a swoop 5.4 gb, debug only. Same for:
{CCENGINE}/cocos/scripting/lua-bindings/proj.ios_mac/build/cocos2d_lua_bindings.build (hate lua)
{CCENGINE}/cocos/scripting/js-bindings/proj.ios_mac/build/cocos2d_js_bindings.build
{CCENGINE}/tools/simulator/frameworks/runtime-src/proj.android/obj/local

Hope it helps.

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Android Hello world doesn't run

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@AsparaJoe wrote:

Hello, I'm getting crazy with a stupid error I encountered from yesterday.

[x86] Gdbserver : [x86-4.9] libs/x86/gdbserver
[x86] Gdbsetup : libs/x86/gdb.setup
[x86] Compile++ : cocos2dcpp_shared <= main.cpp
jni/hellocpp/main.cpp: In function 'void cocos_android_app_init(JNIEnv*, jobject)':
jni/hellocpp/main.cpp:14:49: error: invalid new-expression of abstract class type 'AppDelegate'
AppDelegate *pAppDelegate = new AppDelegate();
^
In file included from jni/hellocpp/main.cpp:1:0:
jni/../../Classes/AppDelegate.h:11:8: note: because the following virtual functions are pure within 'AppDelegate':
class AppDelegate : private cocos2d::Application
^
In file included from /Users/Manuel/Downloads/MyGame/proj.android/../cocos2d/cocos/3d/../platform/android/CCApplication-android.h:33:0,
from /Users/Manuel/Downloads/MyGame/proj.android/../cocos2d/cocos/3d/../cocos2d.h:192,
from jni/../../Classes/AppDelegate.h:4,
from jni/hellocpp/main.cpp:1:
/Users/Manuel/Downloads/MyGame/proj.android/../cocos2d/cocos/3d/../platform/CCApplicationProtocol.h:103:18: note: virtual void cocos2d::ApplicationProtocol::setAnimationInterval(double)
virtual void setAnimationInterval(double interval) = 0;
^

Here is what I do:

  1. Download and unzip cocos2-dx framework (I tried 3.4 and 3.8.1 version because I needed them)
  2. Run setup.py and download-deps.py
  3. From another path run

    cocos new -l cpp -p org.cocos2dx.mygame -d . MyGame

  4. cd into MyGame and run

    cocos compile . --app-abi x86 -p android

I tried to change ndk version (my default is r10d), android platform, architectures but I haven't found any solution. I really hope something can help me!

Thanks.

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FiniteTimeAction problem with js

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@Drunk3n1 wrote:

Hello! Im trying to get the time taken to perform a swipe gesture so I can do move a sprite depending on that time. However I can't get the time with finite time action.

I do: var time = cc.FiniteTimeAction.getDuration();
Im not sure where to call this, but after having a look at the docs i put it in the onTouchesEnded function of my touch event handler. But console is saying cc.FiniteTimeAction.getDuration() is undefined.

Please help me! Thanks

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FiniteTimeAction.getDuration problem

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@Drunk3n1 wrote:

Hello! Im trying to get the time taken to perform a swipe gesture so I can do move a sprite depending on that time. However I can't get the time with finite time action.

I do: var time = cc.FiniteTimeAction.getDuration();
Im not sure where to call this, but after having a look at the docs i put it in the onTouchesEnded function of my touch event handler. But console is saying cc.FiniteTimeAction.getDuration() is undefined.

Please help me! Thanks

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[spine] in cocos2dx z-order problem?

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@kachuuu wrote:

hi!

I make 3D world.
I have some problem. i don't know the cause of this problem.

look at this

When there are two spine objects in a layer,
rear arm of spineboy is drawn on body when goblin is behind.(rear arm of goblin is same)

as I know rear arm is drawn first. so I think other spine objects are affecting it, but I don't know how.

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#FATAL: unsupported cocos2d-x major version

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@agenCi wrote:

|______ | \ |____/ |___] | | _/
______| |_____/ | _ |_____] |_____| _/ _
Copyright (c) 2016 SDKBOX Inc. v1.0.1.11
#FATAL: unsupported cocos2d-x major version
Installation failed :frowning:

I use Xcode and Terminal.
It is the same with any plugin
Last Cocos2d-x version 3.13.1

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Json Error for AddMember method

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@sunil9038 wrote:

My code in V 3.3
Document document;
document.SetObject();
rapidjson::Document::AllocatorType& allocator = document.GetAllocator();
document.AddMember("usrId",usrId.c_str(), allocator);
StringBuffer strbuf;
Writer writer(strbuf);
document.Accept(writer);

this code is working fine in V 3.3

Now i am porting it to 3.10 but it's Giving error:-
no matching function for call to 'rapidjson::GenericDocument >::AddMember(const char [6], const char*, rapidjson::GenericDocument >::AllocatorType&)'
document.AddMember("usrId",usrId.c_str(), allocator);

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Game went live a few hours ago but GameCenter leaderboard not showing scores

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@jrosich wrote:

So, pressed to button to publish my game on Appel Store 8h ago. The game is slowly going live around the world. I downloaded it and played. So far so good. But the scores do not appear on Game Center. I see no players on the leaderboard (only has 1 leaderboard and no achievements. The most basic configuration).

The leaderboard was working great during development but now it doesnt work. Do I have to do something else? like do some kind of "publishing" or go live for the leaderboard? Maybe it will start recording scores in a few hours? is this a normal thing?

I have checked the sdkbox_config.json included in the released build and everythings is correct (actually it is the same file as I had 3 weeks ago when I succesfully installed Chartboost, Google Analytics and SDKPlay with Game Center). I havent changed the file in weeks.

Any tips?

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Create 3D particle with particle (.pu)

[Google Play Games Services] need access token for Authenticate with a backend server

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@minhngvan wrote:

First thank for nice gpg plugin.
We need an access token for Authenticate with a backend server (https://developers.google.com/identity/sign-in/web/backend-auth) on both IOS and Android. So, please add get access token function to gpg.

P/S I found mistake on intergrate document:
at: .Create( config, function( game_services ) {
http://docs.sdkbox.com/en/plugins/googleplay/v3-js/

but in js code:
this.Create = function (create_result, platform_configuration) {
line 1807 http://docs.sdkbox.com/en/api/gpg/js/sdkboxgpg.js.html

(callback function before config parameter)

==from documents===
//Initialization
var config = new gpg.PlatformConfiguration();
config.SetClientID('777734739048-cdkbeieil19d6pfkavddrri5o19gk4ni.apps.googleusercontent.com');

new gpg.GameServices.Builder()
.SetOnAuthActionStarted( function( result ) {
// Auth started callback
})
.SetOnAuthActionFinished( function( result ) {
// Auth finished callback
})
.SetLogging( gpg.LogLevel.INFO ) // Set Logging level
.EnableSnapshots() // Enable Snapshot (Saved Game) functionailty
.Create( config, function( game_services ) {
// 8
} );

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Windows 8.1/10 Mobile navigation bar

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@chiroi30 wrote:

Hi, people.

Is there any way to remove the navigation bar on Windows 10 Mobile (and 8.1, I think) from code as an app starts?

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Cocos Creator SDKBOX Facebook Plug-In

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@onur wrote:

Hi All,

I would like to use SDKBOX Facebook plug in on my cocos creator project and I have several questions.
I read lots of things and confused. What I only need to do for now is to share some information about game on facebook.

1- Could you guide me which tutorial should I follow?
2- Could I use facebook plug in inside Cocos Creator?
3- Is there a sample Cocos Creator project for this operation?

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Cocos2d-x Physics Problems

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@pococogames wrote:

Hi everyone. I had opened a topic about "How can I add Kinematic bodies" in here. (Chipmunk Physics)

After, I have noticed, cocos2d-x doesn't support kinematic bodies now. I was opening engine source and editing some parts for my project. And I saw that block in CCPhysicsBody.cpp (v13.4.1);

void PhysicsBody::setDynamic(bool dynamic)
{
    if (dynamic != _dynamic)
    {
        _dynamic = dynamic;
        if (dynamic)
        {
            cpBodySetType(_cpBody, CP_BODY_TYPE_DYNAMIC);
            internalBodySetMass(_cpBody, _mass);
            cpBodySetMoment(_cpBody, _moment);
        }
        else
        {
            cpBodySetType(_cpBody, CP_BODY_TYPE_KINEMATIC);
        }
    }
}

So right now, is cocos2d-x using kinematic body type when we want to make a static body? I think it's not a true way to make a static body. Why we don't use original chipmunk CP_BODY_TYPE_STATIC to make static body ?

Anyway I added this block in the class to support kinematic bodies;

void PhysicsBody::setKinematic(bool kinematic)
{
    if (kinematic != _kinematic)
    {
        _kinematic = kinematic;
        if (kinematic)
        {
            cpBodySetType(_cpBody, CP_BODY_TYPE_KINEMATIC);
            internalBodySetMass(_cpBody, PHYSICS_INFINITY);
        }
        else
        {
            cpBodySetType(_cpBody, CP_BODY_TYPE_KINEMATIC);
        }
    }
}

Everything is awsome until when there is a collision between my kinematic body and standard cocos2d-x static body(actually it's not the static body, framework also uses kinematic body type for static bodies )

I had got this error in that time;

After I looked node variables and I have seen rotationZ_X and rotationZ_Y properties of node are NaN.

Summary;

  • How can I solve this problem?
  • Why Cocos2d-x uses kinematic body type for static bodies in the current version?
  • Why Cocos2d-x doesn't support kinematic bodies?

Thank you.

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How to use a different cocos2d-js source location using 'cocos' cmd

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@ropo wrote:

I need to modify the javascript for the core cocos2d game engine, but the 'cocos run -p web' command does not use the cocos2d-js engine source in my game project folder. Instead is uses the cocos2d-js engine source from the 'sdk' dir:

I have 2 locations where the javascript source for the cocos2d-js engine is:
1) in my 'sdk' folder, where the 'cocos' cmd tool is (sdk\cocos2d-x\web)
2) in my 'game' project folder (myGame\frameworks\cocos2d-html5).

I want to use the source in the 'game' folder, so I can store it to repository, so I won' have to modify the 'sdk' folder source.

Is it possible to tell the 'cocos' tool to use the engine source in the game directory where I run it (cocos run -p web)?

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[SDKBOX]Adcolony Crashes after update

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@monisha wrote:

After updating adcolony ..my app is getting crashed..I'm getting log as
java.lang.UnsatisfiedLinkError: dlopen failed: "/data/app-lib/com.infocom.BlackJack21Pontoon-1/libcocos2djs.so" has unexpected e_machine: 40

here's screenshot of the log :


Can someone help me with this??

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How to create a filled progressbar?

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@eydamson wrote:

Hi how to set up a filled progress bar?
it gives me this warning..
Failed to set property progressBar<ProgressBar> to 0 at progress, TypeError: Cannot read property 'width' of undefined

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Poll: Pick a video for us to make!

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@slackmoehrle wrote:

We discussed tonight if we did start making videos, how would we go about it and what topics would we do. The conclusion is that we are going to make a few videos and see how it goes. The best part is you get to pick!

  • Installing and setting up Cocos2d-x on OS X (for iOS / OSX development, command-line and XCode)
  • Installing and setting up Cocos2d-x on for Android development on OS X and Windows. (Command-line development on OS X and Visual Studio on Windows)
  • Installing and setting up Cocos2d-x on Windows (for Windows development, command-line and using Visual Studio)
  • A video on getting started in basic game development with Cocos2d-x
  • A video on Sprites and a bunch of stuff about them (creating, manipulating, spritesheets, etc, etc)

0voters

One video every 2 weeks and we can re-evaluate this process after the first few videos are made.

Please pick one of the above only. IF YOU HAVE A REALLY REALLY GOOD idea, list it below. But otherwise, this is a trial and pick from the list above.

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Get device screen orientation (change) angle?

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@serpri wrote:

Hello. Could I get in my Full-Screen Android app a device screen orientation (change) angle? Like:

int rotation = getWindowManager().getDefaultDisplay().getRotation(); // rotation = {ROTATION_0, ROTATION_90, ROTATION_180, ROTATION_270}

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Font bounding box positioning offset problem (bug?)

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@crugthew wrote:

Hello,

Now this has been a problem for some time, but I never took the time to address it directly. Anyway, what is the reason for this strange font height offset in bounding boxes and is there a global (meaning no custom code for specific font) solution?

System font - "arial":

System font - "courier":

Custom font - "alemelo":

The "arial" variant is at least sufficient, because the offset is the same the top and bottom parts, but almost all other fonts have random offsets that i see no way to fix globaly.

Does anyone have a solution to this problem?

Thanks.

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