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The yasio-3.20.1 is published

@halx99 wrote:

This is a lightweight & stable cross-platform support library with a focus on asynchronous socket I/O, support win32 & linux & apple & android & wp8 & wp8.1-universal & win10-universal
The core design is reference from https://github.com/chriskohlhoff/asio but very small.
This lib has been used by project http://hongjing.qq.com/ and run at millions of devices.

Features:

  • support IPv6-only network.
  • support multi-connections at one thread.
  • support deadline timer.
  • processing tcp sticky internal, user do not need to care it.
  • support lua bindings
  • support cocos2d-x jsb
  • support CocosCreator jsb2.0
  • support Unity3D tolua
  • per io_service, per thread to process socket read,write,connect operations.

For more detail and usage, see:

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Cocos Creator 2.1.1 - Feature Request

@hananht wrote:

Hello,

I read a little bit about the cocos creator v2.1.1 and I was noticed that it will include material system.
I am guessing that the point is to create/put materials into 3D objects.

Will it cover up shaders in 2D world?
Currently, If I want to use shaders like blur in 3D I need to put a lot of effort into that manner.
I wish that there would be a place for a sprite that i can set up for it 2 more properties:

  1. A position of the shaders.
  2. The frags of the shaders.

It would be wonderful!

thanks…

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How do I set a CameraMask to a PhysicsBody?

@Hector_vz wrote:

Hi everybody, I have a problem with setCameraMask method.
So, in function Init I define a camera:

    _camera = Camera::createPerspective(60, visibleSize.width / visibleSize.height, 
    100, 1100);
    _camera->setAnchorPoint(cocos2d::Vec2(0.5f, 0.5f));
    _camera->setPosition3D(Vec3(x, y, z));
    _camera->setCameraFlag(CameraFlag::USER1);
    this->setCameraMask(static_cast<unsigned short> (CameraFlag::USER1), true);
    this->addChild(_camera, 4);

When I add a new sprite with the next function

auto position = _camera->getPosition();

	auto node = Sprite::create("images/node_1.png");
	node->setAnchorPoint(Vec2(0.5f, 0.5f));
	node->setPosition(position);
	node->setScale(0.3f);
	auto radiu = node->getContentSize().height / 2;
	auto node_body = PhysicsBody::createCircle(radiu, PHYSICSBODY_MATERIAL_DEFAULT, Vec2::ZERO);
	node->setPhysicsBody(node_body);
	node->setCameraMask(static_cast<unsigned short> (CameraFlag::USER1), true);
    this->addChild(node,2);

the following happens
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1

but if I use the next function for move the camera

	auto position3Ds = _camera->getPosition3D();
	position3Ds.x += 10.0f;
	_camera->setPosition3D(position3Ds);

the following happens
Image may be NSFW.
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2

The sprite doesn’t change its position but its PhysicsBody does it.

Has anyone had the same problem? Can anybody help me?

Sorry, my English is bad Image may be NSFW.
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:frowning:

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Change screen shift of edit box

@Orlan wrote:

Hi,

I want to change the shifting behaviour of the edit box on mobile devices.
Right now, it is like that:
You touch the edit box.
The virtual keyboard appears.
If the edit box would be behind the keyboard, the whole screen is shifted upwards so that the edit box is right above the keyboard.

However, I would like to prevent the whole screen from scrolling. Instead, I only want the edit box to move to the top of the keyboard.

Does anyone know how I can achieve that?

Best regards

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Cannot set property 'string' of null

@Dawayoapps wrote:

I get this error when try to init the values to the labels, also I have a default values and change into the inspector, what is wrong in the script?

  • Simulator: ERROR: Uncaught TypeError: Cannot set property ‘string’ of null, location: assets/scripts/MinionProperties.js:0:0

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Sdkbox + admob not getting any revenue

@Andres_IC wrote:

So i have some apps and even the orst have some cents of revenue. mostly using unity.
I have created my first game for mobile and implemented admob sdkbox.
so i have this results and 0 for all days the app is live


so i have 2 hypothesis
1- The game is shit. 14.000 impresions and none entered
2- there is a problem with admob implementation.

But inapp purchases are working because i have reports of people are buying inapps .( i used sdkbox for inapp so great!)
And something strange is that apple takes a lot of time to review because it could have malicius code ( they dont say much about it )

what could it be?

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Visual Studio 2019

@R101 wrote:

If any VS users haven’t switched to VS2019 yet, then just so you know there is a really good reason why you probably should. The build times are significantly faster for Cocos2d-x C++, especially when using the /Z7 switch for the debugging info.

An explanation for why this is so is here.

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SDKBOX IAP subscriptions

@cybergate wrote:

I have few questions about using SDKBOX IAP to work with subs type item on iOS.
I tired to parse the receiptCipheredPayload by PKCS7 or ANS1 string, both cannot get the correct decoded receipt, am I doing something wrong?
I was decoding the receipt to get the subs expiring date because sdkbox::IAP::restore() will restore all expired subs.
Is there a simply way to do the subs iap restore?

Thanks.

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Procedural/Infiinte tilemap

@FailingUser wrote:

I want to create a hexagonal tile map that is infinite, and can be zoomed, a lot like the Civilization Series but 2D. How would I best go about doing that?

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Error debugging android

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Android Crash when using XMLHttpRequest();

@minmin73 wrote:

Hi, I’m facing this issue when I upgrade cocos version from 3.16 to 3.17.1

In old version 3.16, XMLHttpRequest() is works fine. After upgrade and build Android, application crash.

I noticed that I call getXMLHttpRequest() to request a site to get data. It’s work but in the next time I call request another site, fail and crash.

The code is here:
var xhr = cc.loader.getXMLHttpRequest();
xhr.withCredentials = true;
xhr.open(“POST”, baseURL);
xhr.setRequestHeader(“Content-Type”, “application/x-www-form-urlencoded”);
var params = “Some params”

        cc.log(params);
        xhr.send(params);

        xhr.onreadystatechange = function () {
            cc.log("Away");

It never reach log ‘Away’. I think the line cause crash is: xhr.send(params) because it still log params before crash.


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Cocos-BCX Monthly Report — February, 2019

@Summer.Yang wrote:

Overview

Core Technical Progress: Ten technical items were completed, four tasks are in progress and one task is undergoing testing.

DApp Optimization: Optimized the PC and mobile versions of COCOS Terminal (a wallet dApp developed in the Cocos-BCX ecosystem) .

EcoPartnerships: Completed NEO SDK for Cocos Creator and established cooperations with many other entities.

Events: 2 online events and 1 offline workshop

Social Media & Reports: 11 articles and daily news press

01 Technical Progress

  1. Completed

1.1) Added the mechanism for message queue length limit .

1.2) Optimized the NH assets standard to allow modification of data zone limit in case of leasing.

1.3) Optimized timed task.

  • Added the mechanisms of suspending and exceptional handling to timed task.
  • Optimized timed task resources utilization .
  • Repaired the exceptional issues when performing parallel executions .
  • Improved the configuration for the mechanisms of task suspension mechanism and exception dealing .

1.4) Reduced off-chain task subscription frequency to avoid notification jam.

1.5) Managed optimizing nodal tolerance to explosive transactions .

1.6) Repaired invalid returns caused by internal operations of the system.

1.7) Repaired abnormal ownership control when clearing NHT orders.

1.8) Enhanced load capacity of the nodes .

1.9) Connected new version of registration module and the wallet .

1.10) Updated the blockchain system of Cocos-BCX .

  1. In Progress

2.1) Parsing routine operation of non-fungible tokens.

2.2) Adding port interface to recentTx statistical data of the whole network’s N transactions.

2.3) Adjusting the mechanism of fee dividend .

2.4) Adjusting the voting mechanism .

3. In Verification

3.1) Adjusting the authorities of the council .

02 DApp Optimization

  1. PC version of Cocos Terminal .

1.1) Added the query feature .

1.2) Improved page display .

1.3) Optimized the configuration of the account information and contract authorization .

1.4) Optimized the network connections .

1.5) Optimized the subscription function .

1.6) Completed the connection to the latest blockchain API .

  1. Mobile version of Cocos Terminal

2.1) Optimized the dialogue box .

2.2) Added query feature.

2.3) Improved page display .

03 EcoPartnerships

  1. Cocos-BCX Developer Program

The Developers Program was officially open to global developers . Teams/ individuals worldwide are welcome to participate.

Registration Address: http://py15b3vgio5afk3o.mikecrm.com/o0fLK00

  1. NEO SDK for Cocos Creator was completed, which enables developers to connect the plug-in directly for the games generated in Cocos Creator. Documentation : http://cityofzion.io/neon-js/docs/en/installation.html. The instructions and samples will be improved continuously.

  2. Skr Skins , a game props exchange platform, has been connected to the main chain of Cocos-BCX, and the first batch of blockchain game props are expected to be released online soon.

04 Events

  1. Online Events

Seven Days to Celearate New Year with Cocos-BCX

From February 4, Cocos-BCX sent New Year benefits to all community members to celebrate Chinese New Year, and launched Seven Days to Celearate New Year with Cocos-BCX , where we saw the participation of hundreds of people . A large amount of red envelopes and Cocos tokens were distributed as rewards for each member’s participation.

Lantern Festival Riddle

On February 19th, Cocos-BCX launched the “ Lantern Festival Riddle” event. Rewards not only included red envelopes and Cocos tokens , but also MOTI magic flute electronic cigarette, an official partner brand of the fiction movie Wandering Earth, which reached 4 billion views in box office.

This event was widely participated by community members .

05 Media Media & Reports

  1. Chinese Region

What will happen when #Slither meets #blockchain? https://twitter.com/CocosBCX/status/1096077176749797376 The 1993

Product Manager of TEAM JOY Talking About The Development of Snake Joy, a snake game incubated by Cocos-BCX. Video of the team in the article: https://mp.weixin.qq.com/s?__biz=MzU2NDU4NzkwNA==&mid=2247484595&idx=1&sn=788a66a0bf25936502d814668b29666c&scene=21#wechat_redirect

CocosBCX And TRON Collaboratively Held Blockchain Gamer Next in San Francisco on March 19

  1. Global Region

A Comparative Report on Technical Features of Loom/Tron/Cocos-BCX by United Labs of Blockchain Technology

A Comparative Report on Technical Features of Loom/Tron/Cocos-BCX by United Labs of Blockchain…
Recently we have received an analysis report from a 3rd party research lab (United Labs of Blockchain Technology) from… medium.com

BlockchainGamer.biz: Cocos-BCX showcases some of the new games on its testnet

BlockchainGamer.biz: Top Trending — Biggest stories in blockchain gaming

EOSJoy game review: What Happens When Slither Meets Blockchain?

AMBCrypto: Cocos-BCX, Loom Network and Tron trifecta aiming to change the crypto space for the better

Blockchain Gamers Connect panel: Where is the future of blockchain in gaming?

TRON, Cocos BCX and BlockchainGamer.biz combine for free Blockchain Games Next conference on 19 March

  1. Canada

In the Eyes of a Blockchain Developer: Reed Hong from COCOS-BCX

  1. Japan

Major Japanese dApp media ‘dApps Market’ made an introduction of Cocos-BCX-Cocos — [BCXとは?ブロックチェーンゲーム開発プラットフォームの概要]

06 Previews

Offline Event — Blockchain Game Open Day

The second Blockchain Game Open Day will be held in Beijing during mid-March. Cocos-BCX Research Lab will share viewpoints with elites of the industry. You’re welcome to follow us on our social media channels to stay tuned with firsthand updates.

Thanks for you attention!

Cocos-BCX official channels:

Official website: http://www.cocosbcx.io/en/

Blog: https://medium.com/cocosbcx

Telegram: https://t.me/cocosblockchainexpedition

Twitter: https://twitter.com/cocosbcx

Reddit: https://www.reddit.com/r/cocosbcx/

Discourse Forums: https://discuss.cocos2d-x.org/c/cocos-bcx

Key Words:

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Android jitter and jerk on new devices 64bit android 9

@Daniaal wrote:

I have a game built with cocos2dx 2.2.6. I’ve noticed recently that on new devices such like (galaxy s10, huawei mate 10 pro) sometimes when doing CCScale and CCMove together it is causing a flutter.
Is there any suggestion or hint to figure out why could this happen?

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How to add and build files in Visual Studio 2017

@noprops wrote:

I’m making cocos2d-x games that can be played on mac and windows.

I already have a project under development with mac xcode.
It runs fine on mac.

I opened win32/MyGame.sln in Visual Studio 2017 to run it on windows.
There were only AppDelegate and HelloWorldScene in src of solution explorer, so I deleted them and drag and drop all files in Classes folder.

When I did retarget solution and built it, it failed with errors.

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Several errors “cannot open include file” have been issued for the file that should have been added to src.

The same failure occurred when I executed “cocos run -p win32” in the project directory.

The execution of the test project without any changes was successful.

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How can I add and build files correctly in Visual Studio 2017?

I use cocos2d-x 3.17 and Visual Studio 2017.

Thank you.

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Simulator plans for cocos2d-x metal

@kerryk wrote:

As we all know, metal currently does not support simulators. In case this remains and cocos-metal becomes official, is there any plan by the team to create some kind of simulator like Unity player? Cocos2d-x is a free solution and iOS devices are very very expensive these days. If a cocos2d-x developer will need to buy 1 of each device in order to test his game, that would translate to a very high cost. Let’s discuss solutions!

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Does Cocos Creator support Tiled "tile collision" data?

@junhao_mm wrote:

Is it possible to access the shapes from the Tiled collision editor for the physics in Cocos Creator? As far as I can tell it’s not handled automatically, i.e. no physics bodies are created on the fly just by loading the map. And I also can’t access the object groups for individual tiles within the tsx file I’m using which would contain the shape data. I read that the collision editor was added in Tiled 0.10.x or something, according to the docs, Tiled 1.0 is supported currently.
This older thread also didn’t help.

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Cocos-BCX Updates The Blockchain System

@Summer.Yang wrote:

On March 29, Cocos China Tour 2019 kicked off in Beijing.

Cocos China Tour 2019-Beijing Stop

At the workshop, Kevin Yin, Chief Technology Advisor of Cocos-BCX shared the updates & improvement of Cocos-BCX chain system:

  • Extended the structure of transaction ID.
  • Modified the complex deducting mechanism.
  • Optimized the control of the contract call stack’s depth.
  • Improved the subscription methods of on-chain transactions.

Kevin Yin is making presentation

Kevin Yin is making presentation

Audience at the worksop

Cocos-BCX official social channels:

Website: http://www.cocosbcx.io/en/

Discord: https://discord.gg/jdJMNtC

Blog: https://medium.com/cocosbcx

Telegram: https://t.me/cocosblockchainexpedition

Twitter: https://twitter.com/cocosbcx

Reddit: https://www.reddit.com/r/cocosbcx/

Forum: https://discuss.cocos2d-x.org/c/cocos-bcx

Key Words:

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Touch and Hold the screen as long as possible

@abmuheeth wrote:

Sorry if this question is asked before. Basically, I am trying to touch the screen using TouchBegan method and hold it as long as possible using a touchflag which is set ‘true’ and only set ‘false’ in TouchEnded. And the functionality after touch and hold is done in update(dt) method.
This works only for few seconds and after a while, the touchflag is set false by itself.
My main aim is to touch and hold as long as possible and perform the functionality inside the update() method.
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cc.rotateBy don't move theSprite

@Hector_vz wrote:

Hi everybody,i begun to learn cocos2d-js but i have a problem, so i can’t rotate a sprite.

This is my code:

        this.flappy = new cc.Sprite(res.Flappy2_png);
        this.flappy.setPosition({ x: size.width / 2 , y: size.height / 2 });
        this.flappy.setAnchorPoint({ x: 0 , y: 0.5 })
        this.flappy.setScale(1.4);
        this.addChild(this.flappy, 1);

        var action = cc.rotateBy(4, 360);
        flappy.runAction(action.repeatForever());

What is the problem?

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