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How to stop editor assigning new uuid's to all nodes in prefab edit mode?

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@FocusCreative wrote:

Hi friends. I’m using node uuid’s to save/load game state. When I edit a prefab in editor it assignes new uuid’s to all nodes in prefab. How can I prevent to give new uuid’s when I editted a prefab?

Everything is ok for scene files. Uuid change occurs only for prefabs.

It breaks my save system. I want nodes to have static uuid’s during all stages of development. If I edit prefabs and release update for game most of save data will be broken for users.

Thanks in advance.

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cocos2d-x 3.9 native code can't compile by android studio 3.3.2

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@semgilo wrote:

cocos2d-x 3.9 using ndk r10c (got errors if using r19c which as download auto)
as requires ndk version more than 15c.
how to compile cocos2d-x 3.9 in as 3.3.2
anyone can help me.
thanks very much!

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module 'bit' not found

SDKBOX IAP Build failed with an exception : externalNativeBuild

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@squeeze_pub wrote:

Hi. I develop game with cocos2d-x.

I experienced the problem with sdkbox iap import to my game.

Please let me talk if you have any additional gradle script or CMakeLists.txt.

if you talk, i post this script.

I’m sorry I can not speak English well.

Please help… )-; Thanks.

Information -
O/S - macOS Mojave(10.14.4)
Cocos2d-x version - 3.17.1
ndk version - ndk-r19c (Previous version - r16b)

Failed message -
This message

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MD5 Resource loading

[Upcoming game] Bridge Strike

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@kds wrote:

Hi there,

I would like to present our new game - Bridge Strike.

I am pretty sure everyone knows River Raid game :wink: You may say that Bridge Strike is a modern version of River Raid.

Check out the screenshots below (these are screenshots from the mobile build):

Bridge Strike was originally created for… Amiga! Yeah, game was officially released on Amiga earlier this year by Project R3D. We really like this game and decided to make it work also on other platforms, so more people could play and enjoy it.

Bridge Strike main features:

  • main RAID mission - destroy as many bridges as possible and try to survive
  • CAMPAIGNS - various missions with specific task to complete
  • 4 different locations
  • various dynamic weather conditions like sunny, snow, snowstorm, rain, rainstorm etc.
  • dynamic time of day (day/night etc).
  • lots of enemies to destroy
  • great music and sfx
  • many hidden funny stuff :wink:

If you would like to check the game and help us fixing bugs and adding features please subscribe for beta on www.bridgestrike.pl. We will start beta testing soon.

We are also going to show the Bridge Strike for the very first time to public on Digital Dragons in Krakow next week. If you had a chance to be there just drop by and try yourself on Amiga (yep :)), iOS, Android or PC.

Thanks,
kds

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Missing Colour picker from tests

V3.17.2 released

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@zhangxm wrote:

Download

v3.17.2.zip

Changes

  • [NEW] Network: added clear requests and responses method to httpclient

  • [NEW] UI: VideoPlayer added ability to enable/disable looping, resonding user input

  • [NEW] UI: VideoPlayer added function to set style

  • [NEW] IMEDispacher: added a function to check if any IME dispatcher is active

  • [NEW] Renderer: add a function to get current clearing color

  • [NEW] Lua: added binding codes for EventDispathcer::addCustomEventListener()

  • [REFINE] Android: added optimization codes for OPPO devcies

  • [REFINE] Network: improved websocket traces

  • [REFINE] Android: supported Android P cutout area

  • [REFINE] FontAtlas: font atlas texture initialization delayed

  • [REFINE] LOG: CCLOG may block thread on windows

  • [FIX] FileUtils:fixed a bug that listFiles() can not work correctly if the file path starts with assets/ on Android

  • [FIX] AssetsManager: fixed a bug that _percent is always be 0 during the update process

  • [FIX] Texture2D: fixed memory leak if Texture2D::setAlphaTexture() is invoked many times

  • [FIX] FontAtlasCache: avoided crash if a file path is too long

  • [FIX] Audio: fixed crash on iOS

  • [FIX] UI: VideoPlayer could not play video in obb file on Android

  • [FIX] SpriteFrame: fixed performance issue in parsing plist files

  • [FIX] 3rd: unzip failed to uncompress files

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Custom Video component

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@smellypotato wrote:

The VideoPlayer component provided by Cocos Creator is a new layer above the game canvas, so other components (e.g. sprite, button) cannot display above the videoplayer. Is there any way to create a custom video component and render it on the canvas instead of a new layer so I can treat it like normal nodes?

Requirements:
an MP4 video url is given
able to put buttons on top of video
video is neither at the bottom or at the top

Bonus:
Zoom in to a particular area of the video but restrict the visible area to original size (if I can render it like other node maybe I can use mask to do this)

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Android 64bit - intel x86_64

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@CrazyHappyGame wrote:

This is what I see in my mailbox today:
“By August 1, 2019 , all apps that use native code must provide a 64-bit version in addition to the 32-bit version in order to publish an update.”

My problem is that I released game with Intel x86 bit version.(probably I shouldn’t release x86 at all … but this is what I have right now…).
On August 1, 2019 to release update I have to provide x86_64 as well.

Cocos support arm64 but there is no support for x86_64.

@slackmoehrle @zhangxm @drelaptop could you release cocos2dx-3.17.3 with x86_64 for Android?

Regards,
Chp

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full screen does not work with F11 on IE 11

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@wijesijp wrote:

I want my game to go full screen when the player press F11.

I noticed if the player has click on the canvas the game does not go to full screen with F11.
If he click the area outside the canvas the game does go to full screen when he press F11.

I captured F11 keypress in game and ran following script I found in web.
This works well for all the browsers except IE 11.

var docElm                 = document.getElementById('main');

if (docElm.requestFullscreen) {
    docElm.requestFullscreen();
}
else if (docElm.msRequestFullscreen) {
    docElm = document.body; 
    docElm.msRequestFullscreen();
}
else if (docElm.mozRequestFullScreen) {
    docElm.mozRequestFullScreen();
}
else if (docElm.webkitRequestFullScreen) {
    docElm.webkitRequestFullScreen();
}

“msRequestFullscreen” should work for IE, but it does not.
Is there a way to get the full screen working for IE ?

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Unable to run win32 test project in Cocos2d-x 3.17.1

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@atin_agarwal2 wrote:

I was migrating from Cocos2d-x 3.16 to 3.17.1 but I got stuck when I tried to run the win32 project. It crashes as soon as it tries to create a Sprite. Then I tried to run the test project, the same crash occurs there as well.
Earlier I was using VS 2015, then I tried with VS 2017 but no luck. Please help.

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How to make cocos2dx-3.8.1 support android 64-bit

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@sharyu wrote:

Hi, I just received notification from Google, all apps must provide 64-bit version by 2019.8.1. Our published game use cocos2dx-3.8.1 and make some changes in engine code. We don’t want to upgrade engine. Is there any way to make cocos2d-x-3.8.1 support android 64-bit?

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Quick Question about Cocos Creator Updates...

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@Aeonia wrote:

Hi, since the split between 2.5D and the normal engine, Does this mean that all the fixes on normal engine upto v2.0.9 are NOT available in v2.1.1?

I just need to know if all those fixes in the other normal version(2.0.5+) since v2.1.0 are available in 2.1.1.

Thanks.

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Leaderboard_name sdkboxplay

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@Musab wrote:

(topic withdrawn by author, will be automatically deleted in 24 hours unless flagged)

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Cocos creator splash screen isnt responsive

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@Musab wrote:

I added a splash screen to my game, but it isn’t responsive even though I added 4 different sizes.

I tried changing style attribute and adding different sizes of the same file into mipmap files.

logo files sizes
mdpi -> 737 x 381
hdpi -> 1104 x 570
xhdpi -> 1472 x 760
xxhdpi -> 2209 x 1141

I used photoshop’s asset export so it made the sizes automatically. I might have entered dpi information. I’m not sure.

AndroidManifest.xml file


    <activity android:configChanges="orientation|keyboardHidden|screenSize" android:label="@string/app_name" android:launchMode="singleTask" android:name="org.cocos2dx.javascript.AppActivity" android:screenOrientation="portrait" android:taskAffinity="" android:theme="@style/AppTheme">
        <intent-filter>
            <action android:name="android.intent.action.MAIN" />
            <category android:name="android.intent.category.LAUNCHER" />
        </intent-filter>
    </activity>

styles.xml file


    <?xml version="1.0" encoding="UTF-8"?>
    <resources>
        <style name="AppTheme" parent="@android:style/Theme.NoTitleBar">
            <item name="android:windowBackground">@drawable/layout</item>
        </style>
    </resources>

layout.xml file


    <?xml version="1.0" encoding="UTF-8"?>
    <layer-list xmlns:android="http://schemas.android.com/apk/res/android" android:opacity="opaque">
        <item>
            <shape android:shape="rectangle">
                <solid android:color="@android:color/black" />
            </shape>
        </item>
        <item android:gravity="center">
            <bitmap android:src="@mipmap/splalogo" />
        </item>
    </layer-list>


I got the same result on different devices though they are pretty similar in screen and pixel sizes. like all of them were 1080p.

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Audio on phone stops when game opens

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@Musab wrote:

so yeah if im listening to music on my phone and open the game music app stops i can start the music from notification but i also want to fix this any ideas?

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Webp sprite format

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@vkreal2 wrote:

Hi all, anyone here successfully used WEBP instead of PNG? Seen any issues like performances?

Seems the size savings are HUGE :slight_smile: compared to PNG.

Thanks!

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The round progress bar is square on right

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@UioSun wrote:

In IDE, the progress is nice work:

IDE

But, if i quick run with web, and use “iPhone 5” simulator, the bar image has failed:

(“Default” simulator is nice work, but, i want publish of mobile, so, Progress and Bar has “Weiget” component)

The node structure is:

| Canvas
| - Main Camera
| - Main Background
| - Progress
| - Bar

This is bar “Sprite”:

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The Balloon (Android only) released

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@Musab wrote:

Hey, I have finally released my first ever mobile game.

I’m open to all kinds of feedback.

What do you guys think?!

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