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Problems with Sprite opacity

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@miaskoo wrote:

Hey there!
I tried to create Layer and put 3 Sprites there (body, eyes and mouth). And it was okay.
But when I’m trying to change opacity of sprites appears this thing (semitransparent rectangles).
Is there any way to get rid of it?
cocos3.5 jfbylmQU3L0

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Support for arm64-v8a on cocos2d-x on Android!

[iOS] Gold Puzzle

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@TuI wrote:


Hi there,
I released the “Gold Puzzle”.
With 100 of these gold puzzles to complete, you develop the palace from a drab beginning to a solid gold finish.

info:
https://goldpuzzle.sakura.ne.jp/

ScreenShot:



SS_GR2

Trailer:

I was new to making games.
However, thanks to Cocos 2d-x and everyone, it has been released.
I came here many times when I was in trouble.
Before I was troubled, there were people who had trouble with the same thing.
And people who were here, helped people who have such trouble.
It helped me. Many times.
I have never talked to everyone here, but I thank everyone here.
I thank you all here.

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My Cocos2dx video player

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@tgwt wrote:

Hello everyone. I need to use my video container in my project.I have a scheduler:

    update_frame()
    {
        /*took frame data from video container*/
        /*show frame if needed*/
    }

How can I show my RGBA frame with best productivity? CCImage + CCTexture2D + CCSprite or CCSprite only? And how I can do it. Thank you in advance.

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How to create Cocos creator schedule

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@kasweshi wrote:

Hi, I am trying to make a function run every 5 seconds and I can’t seem to understand the documentation on how to use cc.schedule. any help?

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Button non-clicked

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@corleon_0210 wrote:

Hello everybody!
i collocate a button on the other button. Then the button is not clicked but the under button is clicked instead. I want to click top button.I hope you help me!

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ccui.VideoPlayer controllers deprecated on iOS9

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@JapanDev wrote:

Hi there,

I see see with 3.17.2 you’ve updated the ccui.videoplayer. However, I’m wondering when you’re planning on doing a full upgrade for it as it’s using MPMoviePlayerController which has been deprecated since iOS9. It recommends to use AVPlayerViewController instead. The reason I’m pressing this is because MPMoviePlayerController has a wealth of bugs in later iOS versions with no support.

Are you planning an upgrade for this and if so what is your timeframe?

Best regards

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[v2.0.9] Services.json error syntax


My game freezes with Assertion failed error

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@ousaf wrote:

I’m using cocos creator v2.1.0
I builded the game for iOS and while I was running game on iPhone on certain point in my game “Assertion failed” error occurs and my game just freezes there.

I’m javascript guy and i not much understand what’s going on here, here’s the logs

2019-05-28 12:25:49.918609+0500 pass_me-mobile[2116:311261] [DYMTLInitPlatform] platform initialization successful
2019-05-28 12:25:50.075410+0500 pass_me-mobile[2116:311154] info: CocosAnalytics ==> enableLoggin
2019-05-28 12:25:50.098975+0500 pass_me-mobile[2116:311154] Metal GPU Frame Capture Enabled
2019-05-28 12:25:50.099514+0500 pass_me-mobile[2116:311154] Metal API Validation Enabled
Initializing JavaScriptCore
fullPathForFilename: No file found at jsb-adapter/jsb-builtin.jsc. Possible missing file.
JS: Enable batch GL commands optimization!
fullPathForFilename: No file found at main.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/index.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-sys.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-game.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-videoplayer.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-webview.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-node.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-audio.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-loader.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-editbox.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-reflection.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-cocosanalytics.jsc. Possible missing file.
fullPathForFilename: No file found at jsb-adapter/engine/jsb-assets-manager.jsc. Possible missing file.
JS: There was an error collecting entropy from the browser:
JS: [object Object]
glGetIntegerv: pname: 0x8b4c
JS: Cocos Creator v2.1.0
JS: LoadScene e7O4uXxcVMr4fRSkLyuPgc: 713.4820000000001ms
JS: Success to load scene: db://assets/Scene/play.fire
JS: loadChallenge challengeData!!!
JS: reset ball position
I/AudioEngine-inl.mm (359): OpenAL was initialized successfully!
V/AudioCache (311): pcm buffer was loaded successfully, total frames: 7065, total read frames: 7065, adjust frames: 0, remainingFrames: 0
V/AudioCache (311): pcm buffer was loaded successfully, total frames: 7983, total read frames: 7983, adjust frames: 0, remainingFrames: 0
V/AudioCache (311): pcm buffer was loaded successfully, total frames: 15435, total read frames: 15435, adjust frames: 0, remainingFrames: 0
JS: flameLevelUp
V/AudioCache (311): pcm buffer was loaded successfully, total frames: 8287, total read frames: 8287, adjust frames: 0, remainingFrames: 0
JS: starHit
[ERROR] (/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/cocos/scripting/js-bindings/manual/jsb_opengl_manual.cpp, 4312): glAttachShader((GLuint)p[1], (GLuint)p[2]); GL error 0x501: GL_INVALID_VALUE
[ERROR] (/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/cocos/scripting/js-bindings/manual/jsb_opengl_manual.cpp, 4312): glAttachShader((GLuint)p[1], (GLuint)p[2]); GL error 0x501: GL_INVALID_VALUE
V/AudioCache (311): pcm buffer was loaded successfully, total frames: 22050, total read frames: 22050, adjust frames: 0, remainingFrames: 0
[ERROR] (/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/cocos/scripting/js-bindings/manual/jsb_opengl_manual.cpp, 4312): glAttachShader((GLuint)p[1], (GLuint)p[2]); GL error 0x501: GL_INVALID_VALUE
[ERROR] (/Applications/CocosCreator.app/Contents/Resources/cocos2d-x/cocos/scripting/js-bindings/manual/jsb_opengl_manual.cpp, 4312): glAttachShader((GLuint)p[1], (GLuint)p[2]); GL error 0x501: GL_INVALID_VALUE
Destroy WebGLBuffer (42) by GC
Destroy WebGLBuffer (41) by GC
Destroy WebGLBuffer (40) by GC
Destroy WebGLBuffer (39) by GC
Destroy WebGLBuffer (38) by GC
Destroy WebGLBuffer (37) by GC
Destroy WebGLBuffer (36) by GC
Destroy WebGLBuffer (35) by GC
Destroy WebGLBuffer (34) by GC
Destroy WebGLBuffer (33) by GC
Destroy WebGLBuffer (32) by GC
Destroy WebGLBuffer (31) by GC
Destroy WebGLBuffer (30) by GC
Destroy WebGLBuffer (29) by GC
Destroy WebGLBuffer (28) by GC
Destroy WebGLBuffer (27) by GC
Destroy WebGLBuffer (26) by GC
Destroy WebGLBuffer (25) by GC
Destroy WebGLBuffer (24) by GC
Destroy WebGLBuffer (23) by GC
JS: resetFlame
JS: starmiss

Assertion failed:

(handledCommandCount == commandCount), function JSB_glFlushCommand, file /Applications/CocosCreator.app/Contents/Resources/cocos2d-x/cocos/scripting/js-bindings/manual/jsb_opengl_manual.cpp, line 4856.
(lldb)

also check the attached screenshot of stack trace

@slackmoehrle can you help with this?

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Cocos Creator v2.0.10 released!

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@slackmoehrle wrote:

Cocos Creator v2.0.10 Released!

Cocos Creator v2.0.10 focuses on improving the stability of the native platform, fixing issues related to Spine, DragonBones, and Label. It is recommended that all v2.0 users upgrade. In addition, v2.0.10 also supports the release of two new platforms, Xiaomi Quick Game and Instant Play Games, which bring new opportunities for developers. Good quality is inseparable from careful polishing. Thank you for the feedback from developers in the community, GitHub, Cocos corporate services and other channels.

The following is a description of the changes in v2.0.10:

What’s New

Support Xiaomi Quick Games

Cocos Creator officially supports the publishing to Xiaomi Quick Games. For detailed usage, please refer to Publish to Xiaomi Quick Games. (Chinese Language, English version coming.)

Support Instant Play Games

Cocos Creator officially supports publishing to Instant Play Games. For detailed usage, please refer to Publish to Instant Play Games. (Chinese Language, English version coming.)

Improvements

Editor

  • Optimize the build speed of very large projects

  • Improve error handling when resources uuid conflicts

  • When the build release is removed, the Auto Atlas is empty warning, allowing the auto atlas to be empty

  • Added package name options for iOS and Mac platforms in the build panel

Engine

  • Optimize the node’s zIndex refresh performance #4060

  • Added global timeScale options for Spine and DragonBones, set via API sp.timeScale and dragonBones.timeScale

  • Optimized Spine and DragonBones initialization speed in acceleration mode

  • Added getArmatureKey method to DragonBones’s ArmatureDisplay for indexing as a dressup #4100

  • Added BlendFactor support for MotionStreak

  • The cc.macro.CLEANUP_IMAGE_CACHE flag is enabled by default on the native platform to reduce texture memory usage

  • Optimized Native platform Spine memory footprint

  • Optimized instant game open domain performance

  • Added fps attribute to the instant game open domain component SubContextView to control the open domain refresh rate, default 60

  • Disable the main loop of the open domain by disable instant game open domain component SubContextView, reducing performance overhead, see WXSubContextView Tips

  • Upgrade WeChat game resource loading speed

  • Fixed an error in the engine when Rect width exceeds maximum margin was reported when importing a fully transparent image

Bug Fixes

Editor

  • Fixed an issue where the build of OPPO, vivo, and Huawei games might encrypt the script to JSC and cause the build to fail.

  • Fixed an issue where the Android Studio SDK path would report an error under Windows

  • Fixed an issue with compiling errors when using the link template when building a Mac platform

  • Fixed an issue where a very large project might be reported on the Windows platform (when the number of resources > 100,000)

  • Fixes Auto Atlas may export more unused SpriteFrame or SpriteAtlas resources when building

  • Fix Auto Atlas Warning message may be incorrect when building

  • Fixed an issue where the particle system could not be previewed in the editor after enabling Custom mode

  • Fixed an issue where if the font name had parentheses when importing BMFont

  • Fixed object already destroyed warning when it appears repeatedly in Prefab edit mode

  • Fixed an issue where returning to the scene when entering Prefab edit mode from a scene with DragonBones or Particle

  • Fixed removing the TiledLayer node, then Undo, will report the material is empty

  • Fixed a problem with data corruption when exporting multiple resources in batches

  • Fixed an issue where child nodes could still be selected in the scene after locking the parent node in the hierarchy manager

  • Fixed an issue where resources could not be dragged to the hierarchy manager when there were no nodes in the scene

  • Fixed an issue where renaming file operations in Resource Manager might not work

  • Fix the problem that after the animation editor finishes playing the animation, manually skipping one frame and then playing it will cause an error.

  • Fixed an issue where the project could not be opened when the configuration file was corrupted

  • Fixed an issue where a new project could not be created when the custom engine did not exist

Engine Repair List

  • Fixed DragonBones Parent bone transparency has no problem with sub-bones transparency #4068 #1704

  • Fix DragonBones The original animation monitor failed after the skinning operation

  • Fix Spine, DragonBones When pre-multiplication is enabled, modify the transparency of the node and the problem of exposure #4068 #1704

  • Fixed an issue where manually created Assets would report an error when remotely loading DragonBones or Spine resources#4020 #122

  • Fix Spine, DragonBones Cache update issue in SHARED_CACHE mode #4457

  • Fix Spine In Cached mode, there is no default value for the delay parameter of addAnimation

  • Fix Spine In Cached mode, setting skeletonData will warn you

  • Fix Spine In Cached mode, the animation may be abnormal when changing. #4488

  • Fixed an issue where Spine’s json file would report an error without a skeleton field #4029

  • Fix Spine Problems with multiple skins that are not displayed in speed mode #4091

  • Fixed AudioSource The problem of getting the state state error during the second play #3974

  • Fixed texture not dynamically set mipmap problem #4201

  • Fix Label Problem with text positioning may be garbled when CHAR mode is enabled #4007

  • Fix Label Problem with dynamic mapping does not work after BITMAP mode is enabled #4392

  • Fix Label When the text rendered too much is off the screen Canvas size may be too large #4047

  • Fixed an issue where the opacity setting of the node where the Label** is located exceeds 255. #4161

  • Fix Label Problems with BMFont may not be rendered when using shrink mode #4099

  • Fix LabelOutline A memory leak may be caused when a component is destroyed #4220

  • Fixed LabelOutline Exceptional transparency when cascading components #4495

  • Fixed ScrollView or Mask where node Scale is 0, flat nodes may not be able to respond to clicks #4456

  • Fixed an issue where the scrolling position was incorrect when the page of PageView was dynamically updated #4050

  • Fixed a memory leak issue that could be caused by too many particles in the particle system** #4256 #4262

  • Fix Particle System After playing, hide and display the problem of residual particles #4243

  • Fixed a problem where the Scale 0 node Instantiate three times in Prefab would cause the Scale value to become 1#4454

  • Fix native platform resources Download, XMLHttpRequest, WebSocket, SocketIO Possible crash after request #1721 #1716

  • Fix native platform GC may cause crash problem #1744

  • Avoid native platform initialization process if evalString is called in native code to crash

  • Fix Native platform Label shows possible black border issues #130

  • Fix Native platform Spine A problem that can cause a crash when resource acquisition or parsing fails #1745

  • Fix Native platform Spine Destroy possible crashes when not fully loaded #1711

  • Fix Native platform DragonBones Set the displayIndex attribute of the slot to have no effect #4339

  • Fix iOS 12 Unable to load the correct ttf file issue #1700

  • Fix iOS Problems that may crash when AudioClip is released #1714

  • Fix Android The problem that the native platform can’t load the sub-package correctly #1701

  • Fix Android EditBox The problem of inputting decimal points and other symbols is not supported under number inputType#1695

  • Fix Android Instant platform loading Spine Resource error reporting #3999

  • Fix Windows may report an error when switching between the front and back of the platform

  • Fix Web platform VideoPlayer Set currentTime invalid question #4049

  • Fix Web platform VideoPlayer Listening for problems with invalid ready-to-play events #4049

  • Fix WeChat mini game On Android platform Audio Unable to start over again when replaying #92

  • Fix Baidu game saveFile causes tempFilePath to expire #14

Downloads

v2.0.10 for MacOS    v2.0.10 for Windows

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Draw a polygon using Editor?

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@ancomchancanh wrote:

Quick question: Is it possible to draw a polygon using Editor of Cocos Creator - I mean - just drag & drop the mouse or use keyboard to type in the polygon’s coordinates 1 by 1?

Can I do it with component graphics? What about physicPolygonCollider?

I need hand-made polygon to build my level map - which needs some dynamic polygon objects. But building map using code is a much longer way…

Thanks for all suggestions!

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Editbox input area position

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@TPetersonWay wrote:

Hey all,

I’m in need of some help, I’ve got to reposition the input box that creator brings up when attempting to input text in an edit box.

Right now, if you tap an editbox in Android or iOS. The device keyboard is brought up and a white input box is attached to the top of the keyboard. What I’ve been tasked with is to combine the input box and the edit box into one. Similar to what you see when building for web.

Example:
Here’s a brand new test project with an editbox in it.

On Android, if I tap into the editbox. The whole app slides upwards and a keyboard and input box appears at the bottom.

What I need, is that white input box to be in the field that the user taps on, like this(image created using photoshop):

Is that possible? If so, how? I’m really at a loss here. Please help! Any guidance would be greatly appreciated.

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Do we need to worry about 32bit or 64bit integers or just use 'int'

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@IzzyJM wrote:

when using int in our games do we have to worry about using int32_t and int64_t for 32 and 64 systems, or does just declaring for instance say “int score = 0;” take care of all of that under the hood ?

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AdColony Ads won't appear

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@sheshmoshen wrote:

I finally got AdColony to compile and no runtime errors on Android.

But for some odd reason I can’t see any ads after I make a show() call.

I double checked that my info in sdkbox_config.json is correct.

What can be the cause of this?

Thanks!

Here is my log if it will help maybe:

Capturing and displaying logcat messages from application. This behavior can be disabled in the “Logcat output” section of the “Debugger” settings page.
D/dalvikvm: Late-enabling CheckJNI
D/dalvikvm: Trying to load lib /data/app-lib/com.game.firerise-10/libjs.so 0x41de5668
D/dalvikvm: Added shared lib /data/app-lib/com.game.firerise-10/libjs.so 0x41de5668
No JNI_OnLoad found in /data/app-lib/com.game.firerise-10/libjs.so 0x41de5668, skipping init
Trying to load lib /data/app-lib/com.game.firerise-10/libadcolony.so 0x41de5668
D/dalvikvm: Added shared lib /data/app-lib/com.game.firerise-10/libadcolony.so 0x41de5668
E/AdColony: JNI_OnLoad
D/dalvikvm: Trying to load lib /data/app-lib/com.game.firerise-10/libMyGame.so 0x41de5668
D/dalvikvm: Added shared lib /data/app-lib/com.game.firerise-10/libMyGame.so 0x41de5668
D/main: cocos_android_app_init
D/Cocos2dxHelper: isSupportLowLatency:false
D/Cocos2dxHelper: sampleRate: 44100, framesPerBuffer: 1024
D/Java_org_cocos2dx_lib_Cocos2dxHelper.cpp: nativeSetAudioDeviceInfo: sampleRate: 44100, bufferSizeInFrames: 1024
D/EngineDataManager.cpp: nativeSetSupportOptimization: 0
I/SDKBOX_CORE: Sdkbox Droid starting.
Sdkbox got VM.
Sdkbox jni initialized.
D/SDKBOX_CORE: Loaded 0 tracking info _elements.
D/Cocos2dxActivity: onResume()
D/AudioFocusManager: requestAudioFocus succeed
I/dalvikvm: Could not find method android.content.pm.PackageManager.getPackageInstaller, referenced from method com.google.android.gms.common.GooglePlayServicesUtilLight.isUninstalledAppPossiblyUpdating
W/dalvikvm: VFY: unable to resolve virtual method 697: Landroid/content/pm/PackageManager;.getPackageInstaller ()Landroid/content/pm/PackageInstaller;
D/dalvikvm: VFY: replacing opcode 0x6e at 0x0012
I/dalvikvm: Could not find method android.content.pm.PackageManager.isInstantApp, referenced from method com.google.android.gms.common.wrappers.PackageManagerWrapper.isCallerInstantApp
W/dalvikvm: VFY: unable to resolve virtual method 702: Landroid/content/pm/PackageManager;.isInstantApp (Ljava/lang/String;)Z
D/dalvikvm: VFY: replacing opcode 0x6e at 0x002d
D/GC: <tid=3065> Vichard print openGL ES version: 2
<tid=3065> OES20 ===> GC Version : GC Ver rls_pxa988_KK44_GC13.30
D/OpenGLRenderer: Enabling debug mode 0
I/Choreographer: Skipped 42 frames! The application may be doing too much work on its main thread.
D/Cocos2dxActivity: onWindowFocusChanged() hasFocus=true
D/GC: <tid=3084> Vichard print openGL ES version: 2
<tid=3084> OES20 ===> GC Version : GC Ver rls_pxa988_KK44_GC13.30
I/Choreographer: Skipped 34 frames! The application may be doing too much work on its main thread.
D/cocos2d-x debug info: {
cocos2d.x.version: cocos2d-x-3.17
cocos2d.x.compiled_with_gl_state_cache: true
gl.supports_S3TC: true
cocos2d.x.build_type: DEBUG
gl.supports_vertex_array_object: false
cocos2d.x.compiled_with_profiler: false
gl.renderer: Vivante GC1000
gl.vendor: Vivante Corporation
gl.version: OpenGL ES 2.0
gl.supports_ATITC: false
gl.supports_ETC1: true
gl.supports_OES_packed_depth_stencil: true
gl.max_texture_units: 12
gl.supports_PVRTC: false
gl.max_texture_size: 8192
gl.supports_NPOT: true
gl.supports_OES_map_buffer: true
gl.supports_OES_depth24: true
gl.supports_discard_framebuffer: true
gl.supports_BGRA8888: false
}
D/EngineDataManager.cpp: setAnimationInterval by game: 0.0222
JNI setAnimationInterval: 0.022222
E/File: fail readDirectory() errno=2
I/SDKBOX_CORE: Initialization request for plugin: ‘com/sdkbox/plugin/PluginAdColony’
I/dalvikvm: Could not find method android.app.Activity.isInMultiWindowMode, referenced from method com.adcolony.sdk.aw.g
W/dalvikvm: VFY: unable to resolve virtual method 69: Landroid/app/Activity;.isInMultiWindowMode ()Z
D/dalvikvm: VFY: replacing opcode 0x6e at 0x000c
D/dalvikvm: Trying to load lib /data/app-lib/com.game.firerise-10/libjs.so 0x41de5668
Shared lib ‘/data/app-lib/com.game.firerise-10/libjs.so’ already loaded in same CL 0x41de5668
Trying to load lib /data/app-lib/com.game.firerise-10/libadcolony.so 0x41de5668
Shared lib ‘/data/app-lib/com.game.firerise-10/libadcolony.so’ already loaded in same CL 0x41de5668
I/AdColony [INFO]: Configuring AdColony
D/dalvikvm: GC_FOR_ALLOC freed 1898K, 30% free 6529K/9312K, paused 25ms, total 25ms
D/AdColony [TRACE]: Requesting AdColony interstitial advertisement.
Requesting AdColony interstitial advertisement.
D/cocos2d-x debug info: create rendererRecreatedListener for GLProgramState
create rendererRecreatedListener for GLProgramState
D/cocos2d-x debug info: create rendererRecreatedListener for GLProgramState
D/EngineDataManager.cpp: setAnimationInterval by engine: 0.0222
JNI setAnimationInterval: 0.022222
D/cocos2d-x debug info: cocos2d: QuadCommand: resizing index size from [-1] to [2560]
D/dalvikvm: GC_FOR_ALLOC freed 2015K, 31% free 6556K/9460K, paused 21ms, total 22ms
D/cocos2d-x debug info: create rendererRecreatedListener for GLProgramState
I/SensorManagerA: getReportingMode :: sensor.mType = 1
D/SensorManager: registerListener :: 0, BMA254, 20000, 0,
D/cocos2d-x debug info: create rendererRecreatedListener for GLProgramState
D/cocos2d-x debug info: create rendererRecreatedListener for GLProgramState
D/cocos2d-x debug info: create rendererRecreatedListener for GLProgramState
D/cocos2d-x debug info: create rendererRecreatedListener for GLProgramState
D/dalvikvm: GC_FOR_ALLOC freed 1988K, 31% free 6607K/9488K, paused 24ms, total 24ms

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Wiggly Things - Arcade With Things That Eat Candies [HTML5]

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@Karg wrote:

Wiggly Things is a casual arcade with a “matching colors” mechanic: have the things collect the matching colored candy and watch them grow. Mismatch the colors and the thing shrinks. Grow a thing to the target height to progress to the next level (there are 15 levels of increasing difficulty).

Instructions: tap a thing to select it, then tap another thing or an empty tube to switch tubes.

Made with Cocos Creator and Typescript. Art made with Inkscape.

Thanks for playing!

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Android Studio Upgrade 3.4.1 Universal APK Option Missing?

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@zx12a1 wrote:

I have loaded an (old) Cocos2d-x project (3.15) using NDK 17 into Android Studio which has just been updated to 3.4.1. I am only offered individual build variants for the 3 chosen cpu options - armeabi, amreabi-v7a and x-86:
Build%20Variants

Previously the options just included ‘debug’ and ‘release’.

I have checked any files changes and the only two are:

build.gradle

classpath 'com.android.tools.build:gradle 3.2.1

is now

classpath 'com.android.tools.build:gradle 3.4.1

and gradle-wrapper.properties

distributionUrl=https://services.gradle.org/distributions/gradle-4.6-all.zip

is now

distributionUrl=https://services.gradle.org/distributions/gradle-5.1.1-all.zip

I have NO splits (never had…).

I would like to have the option of generating a single universal apk as I could previously, i.e. build variants debug/release.

Any guidance gratefully accepted.

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LiveOps with cocos creator

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@Musab wrote:

LiveOps with cocos creator lacks documents. can you guys please provide more information on the topic?

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Do you plan to add support for sailfish os?

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@useful wrote:

I would like to be able to port games to cocos2d-x under Sailfish OS.
Colleagues tell me please, do you plan to add in cocos2d-x support for sailfish os?

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ui::videoPlayer need help

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@Error wrote:

I am implement videoPlayer my game . its working good.there is not have any problem.

i have some doubt but i cant solve it . if some one can help it.

i am install app in android :
-> video playing but have some issue when i touch on screen video stop playing and again touch then start playing.(i need to solve this)
when user touch screen then open controller instance of stop or play video.

and 2 problem
i have portrait game i need to open video in landscap mode.

help me to solve out this issue.

thx in advance

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Detecting Sensor Node Overlap

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@nullstep wrote:

Does anyone know how to detect overlap with a sensor node? It seems to be different than the usual onPostSolve(contact, selfCollider, otherCollider) collision detection

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