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Incorrect touch positions in windows desktop app.

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@rajatk001 wrote:

Hello everyone,

Issue1: I’m facing an issue related to mouse click position in windows desktop application. The touch/click position is dislocated somewhere to left or right from its target. So whenever I’m clicking on the left or right side of the target its not working.

Issue2: And also i have noticed that there are empty space in both the sides in the app. Previously it could be fix using “createWithFullScreen” method in “AppDelegate”, but how to fix it now.

Kindly help me out.

Note: I’m using 2.0.9 version of cocos creator and using 2017 version of visual studio.

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My android app keeps stopping

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@Mamoxinch wrote:

Hello, I previously, after adding a new class instance, was undergoing the same error seen in this topic: This file is not part of the proejct
I had the exact same experience,

In these files lot of red color appears.
And a message occurs:
“This file is not part of the project. Please include it in the appropriate file (build.gradle, CMakelists.txt or Android.mk etc) and sync the project.”

I followed the advice by altering Android.mk the way they said, but only half the issue is resolved. As in keywords are still red (such as Scene, Point, Sprite etc) but
“This file is not part of the project. Please include it in the appropriate file (build.gradle, CMakelists.txt or Android.mk etc) and sync the project.”
The build completes, but when running, refuses to open

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Election Year Knockout - iOS and Android

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@britter wrote:

logo

When debate failed, the United States turned to boxing to solve all its problems. Literally.
Join our closed alpha test at https://www.exceptionullgames.com/knockout-beta

Video trailer: https://www.youtube.com/watch?v=wLCUj3FHt6E

Battle your favorite (or least favorite) political personalities to gain electoral votes as you ascend to the presidency. Election Year Knockout is a light-hearted, comical boxing game for iOS and Android inspired by the PunchOut series.

This is actually our 6th game created in Cocos, and we’re really pleased with the engine and what it can do. Cocos is blazingly fast, a feature of utmost importance to any fighting game. We got down in the dirt to create our own event and touch handling to make a game concept normally best left to consoles work on mobile devices. On top of that, almost everything visual in the game is animated in Spine by Esoteric Software. Characters dance across the screen, split in two, fire cannonballs at you and, in one case, a single Spine file drives two different characters so that you can battle a particularly agitated bird.

The game is slated to launch worldwide in February 2020.

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Experimental AudioEngine Android mp3 Volume

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@dirtyshadows wrote:

Hello, everyone i have strange problem with version 3.17.2 with android devices after upgrade from 3.11, the experimental audio engine started to cause problems with the volume of some mp3 files, not all but most of the mp3 files have very low sound levels. All mp3 files are encoded with LAME mp3 3.100 variable bit rate 95 - 135 kbps. To make it even more mysterious, this does not happen on all android devices, I test on 5 devices only one (alcatel pixi 4) have this problem (all devices have android 6.0). With Ios linux and macos there are no such problems.

This is part of the android runlog.

V/mp3reader: found subsequent frame #4 at 1356 D/AudioTrack: start(): 0x9f15b500, mState = 0 I/AudioDecoderMp3: Original audio info: numChannels: 1, sampleRate: 44100, bitPerSample: 16, containerSize: 16, channelMask: 4, endianness: 2, numFrames: 55296, duration: 1.253878, total size: 110592 D/AudioDecoder: Decoding (assets/res/Sounds/Voices/lessons.mp3) to pcm data wasted 32.872002ms I/AudioDecoder: No need to resample since the sample rate (44100) of the decoded pcm data is the same as the device output sample rate D/AudioDecoder: Resampling (assets/res/Sounds/Voices/lessons.mp3) wasted 0.230000ms D/AudioTrack: start(): 0x9f15b500, mState = 0 D/AudioDecoder: Interleave (assets/res/Sounds/Voices/lessons.mp3) wasted 26.299000ms V/AudioPlayerProvider: decode succeed preload (assets/res/Sounds/Voices/lessons.mp3) callback count: 1 FileInfo (0xa133d770), Set isSucceed flag: 1, path: assets/res/Sounds/Voices/lessons.mp3 V/AudioPlayerProvider: FileInfo (0xa133d770), Waitup preload (assets/res/Sounds/Voices/lessons.mp3) ... V/PcmAudioPlayer: PcmAudioPlayer constructor: 0xab6579c0 V/AudioDecoder: ~AudioDecoder() 0x9e58f900 V/AssetFd: ~AssetFd: 46 V/PcmAudioPlayer: PcmAudioPlayer (0xab6579c0) play, url: assets/res/Sounds/Voices/lessons.mp3 V/AudioMixerController: Mix a frame waste: 5.685000ms D/AudioTrack: start(): 0x9f15b500, mState = 0 D/AudioTrack: start(): 0x9f15b500, mState = 0 D/AudioTrack: start(): 0x9f15b500, mState = 0 D/AudioTrack: start(): 0x9f15b500, mState = 0 D/AudioTrack: start(): 0x9f15b500, mState = 0

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Unable to resize Windows Desktop App

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@rajatk001 wrote:

Hi all,

The resizablity is not working in the desktop app. And also there are black space on both left and side of the screen.

Note: I’m using cocos creator v2.0.9 and VS 2017.

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Update/Visit Sprite on Render Texture From Another Thread

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@Katoch wrote:

I my coloring app which use flood fill make the app unresponsive and lots of ANR being reported on play dashboard. I Have tried to use std thread but when i visit any any sprite /Image on it in a separate thread the texture is rendered as black but same same code is working if I execute is on cocos/main thread.

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make a rope out of a piece

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@oldmansjj wrote:

I want to make a rope out of pieces according to the moving touch in cocos creator. By the way, it is difficult to construct the next rope and set the material of the rope. Help!!!

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OpenGL ES Toon Shader in Cocos Creator?

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@mikeustwo wrote:

Hello!

I’m new to CC and was wondering if someone could point me in the right direction for how to create a toon shader in CC 2.1.2. I’ve seen several ways to implement materials/effects but I’m not sure which way is the correct way or how to go about it.

Here are a few things I’ve found:

    // Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.  

    // Note: Current format version is experiment, the format may be changed.
    // The future format may not be compatible, you may need to update the script manually.

    %{
      techniques: [
        {
          passes: [
            {
              vert: vs
              frag: fs
              cullMode: none
              depthTest: true
              depthWrite: true
              blend: false
            }
          ]
          layer: 0
        }
      ]
      properties: {
        texture: {
          type: sampler2D
          value: null
        }
        alphaThreshold: {
          type: number
          value: 0.5
        }
      }
    %}

    %% vs {

    precision highp float;

    uniform mat4 cc_matViewProj;

    #if _USE_MODEL
      uniform mat4 cc_matWorld;
    #endif

    attribute vec3 a_position;
    attribute lowp vec4 a_color;

    #if USE_TEXTURE
      attribute mediump vec2 a_uv0;
      varying mediump vec2 v_uv0;
    #endif

    varying lowp vec4 v_color;

    void main () {
      mat4 mvp;
      
      #if _USE_MODEL
        mvp = cc_matViewProj * cc_matWorld;
      #else
        mvp = cc_matViewProj;
      #endif

      #if USE_TEXTURE
        v_uv0 = a_uv0;
      #endif

      v_color = a_color;

      gl_Position = mvp * vec4(a_position, 1);
    }

    }

    %% fs {

    precision highp float;

    #if USE_TEXTURE
      uniform sampler2D texture;
      varying mediump vec2 v_uv0;
    #endif

    #include <alpha-test>

    varying lowp vec4 v_color;

    void main () {
      vec4 color = v_color;

      #if USE_TEXTURE
        color *= texture2D(texture, v_uv0);
        #if _USE_ETC1_TEXTURE
          color.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
        #endif
      #endif

      ALPHA_TEST(color);

      gl_FragColor = color;
    }

    }

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SDKBOX IAP crash

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@pbs0512 wrote:

java.lang.UnsatisfiedLinkError: No implementation found for void com.sdkbox.plugin.IAPWrapper.nativeOnConsumed(java.lang.String, java.lang.String, java.lang.String, java.lang.String, java.lang.String) (tried Java_com_sdkbox_plugin_IAPWrapper_nativeOnConsumed and Java_com_sdkbox_plugin_IAPWrapper_nativeOnConsumed__Ljava_lang_String_2Ljava_lang_String_2Ljava_lang_String_2Ljava_lang_String_2Ljava_lang_String_2)
    at com.sdkbox.plugin.IAPWrapper.nativeOnConsumed(Native Method)
    at com.sdkbox.plugin.IAPWrapper.access$600(IAPWrapper.java:9)
    at com.sdkbox.plugin.IAPWrapper$8.run(IAPWrapper.java:132)
    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1500)
    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1270)

sdkbox iap version: 2.5.0
I upgraded from version 2.4.
However, after completing the payment, a crash occurs.

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Issues upgrading from v2.X to 3.17

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@PWiggin wrote:

I feel woefully behind the times with everything that has been happening with cocos2d-x since my last release nearly 3 years ago. It’s also been a while since I’ve coded anything, and unfortunately code writing is NOT like riding a bike. I’m basically relearning everything.

That being said, I’ve decided to use 3.17 since this will be an android only app. I’ve successfully gotten cocos2d to interface with Android Studio and was able to run the HelloWorld example. When I pulled my old v2.X code in, I’m running into some issues I’m not sure how to solve:

For in my CCSlider code (or anything that needs to respond to touch:

/*!
 \file CCSlider.h
 \brief simple implementation of slider for cocos2d-x
 */

#ifndef __CCSLIDER_H__
#define __CCSLIDER_H__

#include "cocos2d.h"

USING_NS_CC;

namespace cocos2dExt
{

    //! NOTE: now CCSlider is just a simple node with touch handler
    class CCSlider : public CCNode, public CCTouchDelegate

CCTouchDelegate cannot be resolved? I’ve also tried CCTargetedTouchDelegate as well, but the app continues to bomb on this line.

Same goes for CCEditBox…

#ifndef __CCEDITTEXT_H__
#define __CCEDITTEXT_H__

#include "cocos2d.h"
#include "ExtensionMacros.h"
#include "../CCControlExtension/CCControlExtensions.h"

NS_CC_EXT_BEGIN

class CCEditBox
: public CCControlButton  //  Fails on unable to resolve error.
, public CCIMEDelegate

CCControlButton.h and .cpp are definely in my source code database, but Android Studio can’t resolve this either. Is there fundamentally something I’m misunderstanding about how v3.17 works compared to v2.X?

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Whammychat: live-stream chat levelled up!

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@fishie_14 wrote:

Hello guys,

So finally we are here.
We have made Whammychat using Cocos Creator and it’s been an absolute journey.
@Orlan was the main man behind the Frontend so all credits go to him.

Using Twitch chat commands, people in the live-stream can now attack, heal and defend messages.
This makes discussions on live-stream more fun and allows viewers to express themselves better.

If you are a streamer, then do check out the details on our Discord server: https://discord.gg/BHcxwKX

We have currently about 250 streamers on Twitch on-board :smiley:

Whammychat Sneak Peek

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How to add a custom component as a property

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@RealChaoz wrote:

Sorry if this has been asked before, I searched for a while and I could not find a solution. Is it possible to add a custom component as a property in a CCClass (a component to be exact)? Something like doing this:

properties: {  player: cc.Sprite  },

but I would like, instead of having a cc.Sprite as the type, to have a custom component, eg. ‘PlayerController.js’:

properties: {  playerController: 'PlayerController'  },

This obviously just creates a string property. A very simple obvious workaround is having the property as a cc.Node and having this node in start():

this.playerController = this.playerControllerNode.getComponent('PlayerController');

Is it possible to have the custom component (eg. ‘PlayerController’) directly as a property?

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I can't compile cocos2d-x project on Linux. I think the problem related to linking.

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@ibrahimak wrote:

Hi. I’ve installed Cocos2d-x on KDE Neon Linux distro. I created a new cocos2d-x project like this:
cocos new MyGameCpp -p com.mygamecpp -l cpp -d .

Then I’ve tried to compile the project but it was really hard because I had to install many dependent packages as manual (like GLEW, Sqlite3 etc.).
But I couldn’t compile the project for Linux. I get this error message:

Scanning dependencies of target MyGameCpp
[100%] Building CXX object CMakeFiles/MyGameCpp.dir/Classes/HelloWorldScene.cpp.o                                                               
[100%] Building CXX object CMakeFiles/MyGameCpp.dir/Classes/AppDelegate.cpp.o                                                                   
[100%] Building CXX object CMakeFiles/MyGameCpp.dir/proj.linux/main.cpp.o                                                                       
[100%] Linking CXX executable bin/MyGameCpp/MyGameCpp
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(ftbase.linux64.o): relocation R_X86_64_32 against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(ftinit.linux64.o): relocation R_X86_64_32 against symbol `tt_driver_class' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(ftsystem.linux64.o): relocation R_X86_64_32 against `.rodata.str1.1' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(sfnt.linux64.o): relocation R_X86_64_32 against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(psaux.linux64.o): relocation R_X86_64_32S against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(psnames.linux64.o): relocation R_X86_64_32S against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(pfr.linux64.o): relocation R_X86_64_32 against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(truetype.linux64.o): relocation R_X86_64_32 against `.text' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(winfnt.linux64.o): relocation R_X86_64_32 against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(type1.linux64.o): relocation R_X86_64_32 against `.rodata.str1.1' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(type42.linux64.o): relocation R_X86_64_32 against `.rodata.str1.1' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(cff.linux64.o): relocation R_X86_64_32 against `.text' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(type1cid.linux64.o): relocation R_X86_64_32 against `.rodata.str1.1' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(bdf.linux64.o): relocation R_X86_64_32 against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(pcf.linux64.o): relocation R_X86_64_32 against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(ftf.linux64.o): relocation R_X86_64_32S against `.text' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(smooth.linux64.o): relocation R_X86_64_32S against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(raster.linux64.o): relocation R_X86_64_32S against symbol `ft_raster1_renderer_class' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(autofit.linux64.o): relocation R_X86_64_32 against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(pshinter.linux64.o): relocation R_X86_64_32S against `.text' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(ftglyph.linux64.o): relocation R_X86_64_32S against symbol `ft_bitmap_glyph_class' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(ftstroke.linux64.o): relocation R_X86_64_32S against symbol `ft_outline_glyph_class' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(ftgzip.linux64.o): relocation R_X86_64_32S against `.rodata.str1.1' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(ftlzw.linux64.o): relocation R_X86_64_32S against `.text' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: ../cocos2d/external/freetype2/prebuilt/linux/64-bit/libfreetype.a(ftbitmap.linux64.o): relocation R_X86_64_32S against `.rodata' can not be used when making a PIE object; recompile with -fPIC
/usr/bin/ld: son bağlama başarısız: Çıktıda gösterilemeyen bölüm
collect2: error: ld returned 1 exit status
CMakeFiles/MyGameCpp.dir/build.make:152: recipe for target 'bin/MyGameCpp/MyGameCpp' failed
make[2]: *** [bin/MyGameCpp/MyGameCpp] Error 1
CMakeFiles/Makefile2:88: recipe for target 'CMakeFiles/MyGameCpp.dir/all' failed
make[1]: *** [CMakeFiles/MyGameCpp.dir/all] Error 2
Makefile:83: recipe for target 'all' failed
make: *** [all] Error 2
Error running command, return code: 2.

What is the problem? Thanks.

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Cocos2d-x built Pokemon Masters hits big on mobile charts!

Need help with my Cocos2d JS game


Cocos Creator 2.1.1 WebGL error on IE 11

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@wijesijp wrote:

When I test a game build with Cocos Creator 2.1.1 on IE 11.0.14

It generated following WebGL error in devices.js file;

this._caps.maxTextureUnits = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);

Is there any workaround for this?

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All build failed with an empty project (or any other projects)

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@unace wrote:

Hi Cocos Dev Team,

Update : We found services.json causes this issue. It’s invalid JSON format.

{
“services”: [
{
“service_id”: “235”,
“service_name”: “Cocos Analytics”,
“service_icon”: “https://account.cocos.com/client/3f8f31ccf66995e183044f167c092395.png”,
“service_desc”: “Provides core and basic data,
simple and easy to use standardized interface features,
best-accurated data”,
“service_title”: “Accurate understanding of the game’s new,
active,
retained,
paid and other data”,
“service_guide_url”: “https://n-analytics.cocos.com/docs/”,
“service_sample_url”: “https://github.com/cocos-creator/tutorial-dark-slash/tree/analytics”,
“service_dev_url”: “http://analytics.cocos.com/realtime/jump_to/<app_id>”,
“service_type”: “3”,
“service_type_zh”: “公司和个人游戏”,
“support_platform”: [
“Android”,
“iOS”,
“HTML5”
],
“package_download_url”: “https://download.cocos.com/CocosServices/plugins/service-analytics/1.2.0_2.1.0.zip”,
“package_version_desc”: “”,
“service_component_name”: “service-analytics”,
“package_versions”: [
“1.2.1_2.1.0”,
“1.2.0_2.1.0”,
“1.1.7_2.0.3”,
“1.1.6_2.0.1_2.0.2”,
“1.1.5_2.0.1”,
“1.1.4_2.0.1”,
“1.1.3_2.0.1”,
“1.1.2_2.0.0”,
“1.0.0_1.0.5”
],
“build_platform”: [
],
“require_verify”: 0,
“service_price”: “”,
“service_protocol”: "Game for the first time to open the service,the Cocos after notification service for game on service and initialization parameters,service party may according to need to get your Cocos account information,such as account basic information,game basic information,account balance,click on the confirm open button that is seen as you agree to the service to access your account information,See Cocos user service agreement and Cocos privacy policy "
},
{
“service_id”: “241”,
“service_name”: “Matchvs”,
“service_icon”: “https://account.cocos.com/client/14406719a07eb3d714d36e5edc6e06fa.png”,
“service_desc”: “The SDK access to quickly achieve networking functions,
frame synchronization,
domestic and foreign multi-node,
server independent deployment,
game server custom logic”,
“service_title”: “专业成熟的移动游戏联网与服务端解决方案”,
“service_guide_url”: “http://doc.matchvs.com/QuickStart/QuickStart-CocosCreator”,
“service_sample_url”: “http://www.matchvs.com/serviceCourse”,
“service_dev_url”: “http://www.matchvs.com/cocosLogin”,
“service_type”: “3”,
“service_type_zh”: “公司和个人游戏”,
“support_platform”: [
“Android”,
“iOS”,
“HTML5”
],
“package_download_url”: “https://download.cocos.com/CocosServices/plugins/service-matchvs/1.0.9_3.7.9.9.zip”,
“package_version_desc”: “”,
“service_component_name”: “service-matchvs”,
“package_versions”: [
“1.0.9_3.7.9.9”,
“1.0.7_3.7.9.6”,
“1.0.6_3.7.9.2”,
“1.0.5_3.7.7.3”,
“1.0.3_3.7.6.4”
],
“build_platform”: [
],
“require_verify”: 0,
“service_price”: “The service according to usage billing, billing rules ,the fees incurred by the third party from your Cocos balances .”,
“service_protocol”: "Game for the first time to open the service,service party may according to need to get your Cocos account information,click on the confirm open button that is seen as you agree to the service to access your account information,See Cocos user service agreement and Cocos privacy policy "
},
{
“service_id”: “242”,
“service_name”: “Agora Voice”,
“service_icon”: “https://account.cocos.com/uploads/client_icon/2019-07-16/273952d155b4cdb72d2b1bc61de91ade.png”,
“service_desc”: “Build the future of communications with the world’s leading voice、video、and interactive broadcasting platform. Agora delivers easy to embed Real-Time Engagement APIs which includes all the development tools and cloud infrastructure needed for mobile、web、and desktop applications.\n”,
“service_title”: “SDKBuilt-in real-time Audio SDK”,
“service_guide_url”: “https://docs.agora.io/en/Interactive Gaming/game_c?platform=Cocos Creator”,
“service_sample_url”: “https://github.com/AgoraIO/Voice-Call-for-Mobile-Gaming/tree/master/Basic-Voice-Call-for-Gaming/Hello-CocosCreator-Voice-Agora”,
“service_dev_url”: “https://sso.agora.io/api/oauth/cocos/login”,
“service_type”: “3”,
“service_type_zh”: “公司和个人游戏”,
“support_platform”: [
“Android”,
“iOS”,
“HTML5”
],
“package_download_url”: “https://download.cocos.com/CocosServices/plugins/service-agora/1.0.2_2.2.3.20_2.5.2.zip”,
“package_version_desc”: “”,
“service_component_name”: “service-agora”,
“package_versions”: [
“1.0.2_2.2.3.20_2.5.2”,
“1.0.1_2.2.3.20_2.5.2”
],
“build_platform”: [
],
“require_verify”: 1,
“service_price”: “The service according to usage billing, billing rules ,the fees incurred by the third party from your Cocos balances .”,
“service_protocol”: “Game for the first time to open the service,service party may according to need to get your Cocos account information,click on the confirm open button that is seen as you agree to the service to access your account information,See Cocos user service agreement and Cocos privacy policy
}
]
}

I can’t make all build with an empty project (or any other projects) now. This happens after sign-in in Cocos Creator. It seems to be related Cocos service (I guess).

Cocos Creator version : 2.0.9
OS : Mac

Can you look into this issue? It’s a kind of urgent issue. I can’t build my game project for release, either…

Thanks!

belows are editor logs.

2019-09-06T00:50:33.916Z - normal: Load ~/.CocosCreator/settings.json
2019-09-06T00:50:33.957Z - normal: Initializing Asset Database
2019-09-06T00:50:33.959Z - normal: checking language setting…
2019-09-06T00:50:33.959Z - normal: Language: en
2019-09-06T00:50:34.445Z - success: preview server running at http://localhost:7456
2019-09-06T00:50:34.478Z - success: protocol editor-framework registered
2019-09-06T00:50:34.478Z - success: protocol app registered
2019-09-06T00:50:34.479Z - success: protocol theme registered
2019-09-06T00:50:34.479Z - success: protocol packages registered
2019-09-06T00:50:34.479Z - success: protocol uuid registerred
2019-09-06T00:50:34.479Z - success: protocol db registerred
2019-09-06T00:50:34.479Z - success: protocol thumbnail registerred
2019-09-06T00:50:34.479Z - success: protocol unpack registerred
2019-09-06T00:50:34.479Z - success: protocol disable-commonjs registerred
2019-09-06T00:50:35.225Z - normal: connected!
2019-09-06T00:50:35.226Z - normal: Check project /Users/hyuhoonkwon/Documents/cocos2/empty_project
2019-09-06T00:50:35.227Z - normal: Initializing project /Users/hyuhoonkwon/Documents/cocos2/empty_project
2019-09-06T00:50:35.493Z - normal: Initializing Cocos2d
2019-09-06T00:50:36.053Z - normal: Initializing engine extends
2019-09-06T00:50:36.095Z - success: asset-db-debugger loaded
2019-09-06T00:50:36.096Z - success: baidu-adapter loaded
2019-09-06T00:50:36.097Z - success: color-picker loaded
2019-09-06T00:50:36.158Z - success: fb-audience-network loaded
2019-09-06T00:50:36.188Z - success: fb-live-stream loaded
2019-09-06T00:50:36.190Z - success: google-play-instant loaded
2019-09-06T00:50:36.193Z - success: huawei-runtime loaded
2019-09-06T00:50:36.194Z - success: jsb-adapter loaded
2019-09-06T00:50:36.196Z - success: oppo-runtime loaded
2019-09-06T00:50:36.212Z - success: package-manager loaded
2019-09-06T00:50:36.299Z - success: qqplay-adapter loaded
2019-09-06T00:50:36.300Z - success: runtime-dev-tools loaded
2019-09-06T00:50:36.371Z - success: sdkbox loaded
2019-09-06T00:50:36.386Z - success: tester loaded
2019-09-06T00:50:36.402Z - success: ui-grid loaded
2019-09-06T00:50:36.419Z - success: ui-kit-preview-extra loaded
2019-09-06T00:50:36.434Z - success: ui-kit-preview loaded
2019-09-06T00:50:36.450Z - success: ui-kit loaded
2019-09-06T00:50:36.465Z - success: ui-tree loaded
2019-09-06T00:50:36.469Z - success: vivo-runtime loaded
2019-09-06T00:50:36.469Z - success: weapp-adapter loaded
2019-09-06T00:50:36.512Z - success: assets loaded
2019-09-06T00:50:36.527Z - success: builder loaded
2019-09-06T00:50:36.726Z - success: cocos-services loaded
2019-09-06T00:50:36.743Z - success: console loaded
2019-09-06T00:50:36.770Z - success: fb-instant-games loaded
2019-09-06T00:50:36.773Z - success: google-instant-games loaded
2019-09-06T00:50:36.791Z - success: hierarchy loaded
2019-09-06T00:50:36.805Z - success: inspector loaded
2019-09-06T00:50:36.806Z - success: keystore loaded
2019-09-06T00:50:36.820Z - success: node-library loaded
2019-09-06T00:50:36.822Z - success: package-asset loaded
2019-09-06T00:50:36.823Z - success: preferences loaded
2019-09-06T00:50:36.835Z - success: project-exporter loaded
2019-09-06T00:50:36.851Z - success: project-importer loaded
2019-09-06T00:50:36.867Z - success: project-settings loaded
2019-09-06T00:50:36.884Z - success: scene loaded
2019-09-06T00:50:36.885Z - success: simulator-debugger loaded
2019-09-06T00:50:36.887Z - success: sprite-editor loaded
2019-09-06T00:50:36.903Z - success: store loaded
2019-09-06T00:50:36.920Z - success: timeline loaded
2019-09-06T00:50:37.769Z - normal: Loading packages
2019-09-06T00:50:37.774Z - normal: Watching packages
2019-09-06T00:50:37.850Z - normal: Run Application
2019-09-06T00:51:04.897Z - normal: Start building with options : {
“actualPlatform”: “web-mobile”,
“android-instant”: {
“REMOTE_SERVER_ROOT”: “”,
“host”: “”,
“pathPattern”: “”,
“recordPath”: “”,
“scheme”: “https”,
“skipRecord”: false
},
“apiLevel”: “”,
“appABIs”: [],
“appBundle”: false,
“baidugame”: {
“REMOTE_SERVER_ROOT”: “”,
“appid”: “testappid”,
“orientation”: “portrait”,
“subContext”: “”
},
“buildPath”: “/Users/hyuhoonkwon/Documents/cocos2/empty_project/build”,
“debug”: false,
“dest”: “/Users/hyuhoonkwon/Documents/cocos2/empty_project/build/web-mobile”,
“embedWebDebugger”: false,
“encryptJs”: true,
“excludeScenes”: [],
“excludedModules”: [],
“fb-instant-games”: {},
“includeSDKBox”: false,
“inlineSpriteFrames”: true,
“inlineSpriteFrames_native”: true,
“md5Cache”: false,
“mergeStartScene”: false,
“optimizeHotUpdate”: false,
“orientation”: {
“landscapeLeft”: true,
“landscapeRight”: true,
“portrait”: false,
“upsideDown”: false
},
“packageName”: “org.cocos2d.empty_project”,
“platform”: “web-mobile”,
“previewHeight”: “720”,
“previewWidth”: “1280”,
“qqplay”: {
“REMOTE_SERVER_ROOT”: “”,
“orientation”: “portrait”,
“zip”: false
},
“scenes”: [
“aedff8a1-273a-480e-9ebd-18523e6b862d”
],
“sourceMaps”: false,
“startScene”: “aedff8a1-273a-480e-9ebd-18523e6b862d”,
“template”: “link”,
“title”: “empty_project”,
“useDebugKeystore”: true,
“vsVersion”: “auto”,
“webOrientation”: “auto”,
“wechatgame”: {
“REMOTE_SERVER_ROOT”: “”,
“appid”: “wx6ac3f5090a6b99c5”,
“orientation”: “portrait”,
“subContext”: “”
},
“xxteaKey”: “cff0d340-36dd-41”,
“zipCompressJs”: true,
“project”: “/Users/hyuhoonkwon/Documents/cocos2/empty_project”,
“projectName”: “empty_project”,
“debugBuildWorker”: false
}
2019-09-06T00:51:04.899Z - normal: Building /Users/hyuhoonkwon/Documents/cocos2/empty_project
2019-09-06T00:51:04.899Z - normal: Destination /Users/hyuhoonkwon/Documents/cocos2/empty_project/build/web-mobile
2019-09-06T00:51:04.993Z - normal: Delete /Users/hyuhoonkwon/Documents/cocos2/empty_project/build/web-mobile/subpackages//*,/Users/hyuhoonkwon/Documents/cocos2/empty_project/build/web-mobile//*
2019-09-06T00:51:51.044Z - normal: Start building assets
2019-09-06T00:51:51.046Z - normal: Start spawn build-worker
2019-09-06T00:51:51.674Z - normal: Finish spawn build-worker
2019-09-06T00:51:51.674Z - normal: Start init build-worker
2019-09-06T00:51:54.037Z - normal: Finish init build-worker
2019-09-06T00:51:54.037Z - normal: Start build-assets in worker
2019-09-06T00:51:54.146Z - normal: Finish build-assets in worker
2019-09-06T00:51:54.148Z - normal: Finish building assets
2019-09-06T00:51:54.152Z - normal: Start building plugin scripts
2019-09-06T00:51:54.190Z - normal: Generating main.js from /Applications/CocosCreator.app/Contents/Resources/static/build-templates/shares/main.js
2019-09-06T00:51:54.196Z - normal: Generating html from /Applications/CocosCreator.app/Contents/Resources/static/build-templates/web-mobile/template/index.html
2019-09-06T00:51:54.205Z - error: SyntaxError: Unexpected token
in JSON at position 245
at JSON.parse ()
at Object.l [as readJson] (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/builtin/cocos-services/panel/utils/utils.js:1:649)
at Object.readEnableService (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/builtin/cocos-services/panel/utils/serviceConfig.js:1:662)
at Object.execInstallNativePlatformScript (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/builtin/cocos-services/panel/utils/ccServices.js:1:2875)
at s (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/builtin/cocos-services/main.js:1:315)
at /Applications/CocosCreator.app/Contents/Resources/app.asar/editor-framework/lib/share/polyfills.js:1:286
at Promise ()
at /Applications/CocosCreator.app/Contents/Resources/app.asar/editor-framework/lib/share/polyfills.js:1:260
at /Applications/CocosCreator.app/Contents/Resources/app.asar/editor/lib/builder/index.js:1:858
at
at then.e (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/lib/builder/index.js:1:885)
at
at process._tickDomainCallback (internal/process/next_tick.js:135:7)
2019-09-06T00:51:54.206Z - error: Build Failed: SyntaxError: Unexpected token
in JSON at position 245
at JSON.parse ()
at Object.l [as readJson] (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/builtin/cocos-services/panel/utils/utils.js:1:649)
at Object.readEnableService (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/builtin/cocos-services/panel/utils/serviceConfig.js:1:662)
at Object.execInstallNativePlatformScript (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/builtin/cocos-services/panel/utils/ccServices.js:1:2875)
at s (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/builtin/cocos-services/main.js:1:315)
at /Applications/CocosCreator.app/Contents/Resources/app.asar/editor-framework/lib/share/polyfills.js:1:286
at Promise ()
at /Applications/CocosCreator.app/Contents/Resources/app.asar/editor-framework/lib/share/polyfills.js:1:260
at /Applications/CocosCreator.app/Contents/Resources/app.asar/editor/lib/builder/index.js:1:858
at
at r.waterfall.r (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/lib/builder/index.js:1:3393)
at /Applications/CocosCreator.app/Contents/Resources/app.asar/node_modules/async/lib/async.js:52:16
at /Applications/CocosCreator.app/Contents/Resources/app.asar/node_modules/async/lib/async.js:696:30
at /Applications/CocosCreator.app/Contents/Resources/app.asar/node_modules/async/lib/async.js:167:37
at /Applications/CocosCreator.app/Contents/Resources/app.asar/node_modules/async/lib/async.js:1209:30
at Gulp.doneCallback (/Applications/CocosCreator.app/Contents/Resources/app.asar/editor/core/gulp-build.js:1:27675)
at Gulp.Orchestrator.stop (/Applications/CocosCreator.app/Contents/Resources/app.asar/node_modules/orchestrator/index.js:150:9)
at /Applications/CocosCreator.app/Contents/Resources/app.asar/node_modules/orchestrator/index.js:277:22
at finish (/Applications/CocosCreator.app/Contents/Resources/app.asar/node_modules/orchestrator/lib/runTask.js:21:8)

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