I have a really strange issue with my game. I developed a game that has fast-moving dynamic bodies, sensors, and colliders with some animated effects and sound effects. It has 40 levels. The game works really smooth with no issue until some levels like 30-35 levels, or if you play one level repetitively then it freezes about 10-12 times, then it freezes and I can not even close the tab of google chrome.No error no message only game freezes. I am using cocos creator 2.2. If anyone knows about this issue then please help me.
This extension provided a class inherited from TMXTiledmap, added support for animated tiles. Since cocos2dx 3.17.2 still not provided that yet, those developers work with TMX tiledmaps may use this as a substitution.
I didn’t found any useable animated tile support for cocos2dx in C++, there’s a solution that written in JS for cocos, it seems contains and shows animated tiles in map-level instead of layer-level which it should be, and that makes it can’t use the optimized render method provided by SpriteBatchNode.
The current version still has room for optimization. Already had a plan on it.
m using cocos2dx 3.17 to build game using c++…i port game on android side and reading mxl file using https …but it is not working .Game stuck on loading while reading data from xml…it works fine with http on older android devices but not latest android devices due to security.now we change our link to https but its not loading data on older devices and stuck on latest android devices. All help is greatly appreciated .
here is the xm file… https://ugogoentertainment.com/PromoApps/FullScreenAds.xm
hi friends
I have downloaded, unzipped, created new cocos project all successfully, now i want to generate codeblocks project file using cmake, but when i write
cmake -G ‘CodeBlocks - Ninja’
I receive this error
Cmake was unable to find a build program corresponding to ninja
How can i solve it? Or what other ide should i use?
Am making fb instant game and when i upload it to fb it take a lot of time to preloadScene when i opened chrome console network tab i found it downloading resources i wonders is there is anyway to know the progress of downloading resources.
Hello
I was making my game with api 27 and all was working fine, but I read that the mininum target api to load an app to google play is 28 already, so I decided to change my target api to 29. After this, when I want to show an ad(rewarded in this case) from admob don´t show anything.
This is the error: E/AdMob: rewarded is not in sdkbox_config.json
I have check that the file sdkbox_config.json is in “build\jsb-link\res” and “\build\jsb-link\frameworks\runtime-src\proj.android studio\app\build\intermediates\merged_assets\release\mergeReleaseAssets\out\res”. The “rewarded” ad exists in both sdkbox_config.json:
am making fb instant game and i wonder if there is anyway to show a progress of downloading files when calling cc.director.preloadScene
i found only a way to show a progress of loading scene by this method cc.loader.onProgress
Hi!.
after a while of success process of creating my project and cmake stuffs, it generated codeblock project file… now, i open it and compiile, but errors are throwing on the screen, any tips? (Linux Debian Buster)
I need parallax effect and I’ve made a class named Background who does this for me and moves the background frames on every update(), and also rearranges the sprites used in background for infinite scrolling, I wouldn’t like to reimplement this last with using the ParallaxNode Class unless it gave me advantages on performance or easy adaptation with future tiling pieces on my scene, or any other advantage to know.
At the time I just add the background images to ParallaxNode as childs and move the node but without the infinite scrolling implementation and on difference with my own code for parallax I get this:
Left with NodeParallax, right with my own code.
Apparently I get almost no difference in using or not using ParallaxNode referring to GLVerts and GLCalls from both cases or maybe it’s a a minimal or is not reflected in graphics but in memory gestion or something else. So I’d like to know about advantages of using this ParallaxNode class.
[UPDATE: there is a temporary fix, shared by hexerror:
(I’ve additionally wondered if I can just remove bullet from my project)]
I haven’t updated my Mac to Catalina yet, but did update to the latest Xcode just to test my project and hopefully verify that it’ll run under Catalina. However, now cocos won’t build (I have 3.17), because it breaks in btMatrix3x3.h for both iOS and Mac. It breaks on line 861 on iOS (more on Mac) with “Argument value 10880 is outside the valid range (0, 255)” It also breaks in btVector3.h
I pulled in some 3.17.1 code, but I haven’t made the jump to 3.17.2 because of the big change in paths for Windows applications.
I Recently Updated the 3rd Party libs by running the download-deps.py it was successful but im not able to build android app. Im Using v3.17.1 of Cocos2d-js
The following error pops-up
FAILED: /home/theta/Android/Sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++ --target=armv7-none-linux-androideabi21 --gcc-toolchain=/home/theta/Android/Sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64 --sysroot=/home/theta/Android/Sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/sysroot -DANDROID -DCOCOS2D_DEBUG=1 -DLWS_WITH_LIBUV -DUSE_FILE32API -I../../../../../../../cocos2d-x/cocos/editor-support -I../../../../../../../cocos2d-x -I../../../../../../../cocos2d-x/cocos -I../../../../../../../cocos2d-x/extensions -I../../../../../../../cocos2d-x/cocos/platform -isystem ../../../../../../../cocos2d-x/external/Box2D/include -isystem ../../../../../../../cocos2d-x/external/chipmunk/include -isystem ../../../../../../../cocos2d-x/external/freetype2/include/android/freetype2 -I../../../../../../../cocos2d-x/external/recast/.. -isystem ../../../../../../../cocos2d-x/external/bullet/include -isystem ../../../../../../../cocos2d-x/external/bullet/include/bullet -isystem ../../../../../../../cocos2d-x/external/jpeg/include/android -isystem ../../../../../../../cocos2d-x/external/openssl/include/android -isystem ../../../../../../../cocos2d-x/external/tiff/include/android -isystem ../../../../../../../cocos2d-x/external/uv/include -isystem ../../../../../../../cocos2d-x/external/webp/include/android -isystem ../../../../../../../cocos2d-x/external/websockets/include/android -I../../../../../../../cocos2d-x/external/tinyxml2/. -I../../../../../../../cocos2d-x/external/xxhash/. -I../../../../../../../cocos2d-x/external/xxtea/. -I../../../../../../../cocos2d-x/external/clipper/. -I../../../../../../../cocos2d-x/external/edtaa3func/. -I../../../../../../../cocos2d-x/external/ConvertUTF/. -I../../../../../../../cocos2d-x/external/poly2tri/.. -I../../../../../../../cocos2d-x/external/md5/.. -isystem ../../../../../../../cocos2d-x/external/curl/include/android -isystem ../../../../../../../cocos2d-x/external/png/include/android -I/home/theta/Android/Sdk/ndk-bundle/sources/android/cpufeatures -I../../../../../../../cocos2d-x/external/android-specific/pvmp3dec/include -I../../../../../../../cocos2d-x/external/android-specific/pvmp3dec/src -I../../../../../../../cocos2d-x/external/android-specific/tremolo/. -isystem ../../../../../../../cocos2d-x/external/zlib/include -I../../../../../../../cocos2d-x/external/unzip/. -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -fno-addrsig -march=armv7-a -mthumb -mfpu=neon -Wa,--noexecstack -Wformat -Werror=format-security -frtti -fexceptions -fsigned-char -O0 -fno-limit-debug-info -fPIC -std=gnu++11 -MD -MT engine/cocos/core/CMakeFiles/cocos2d.dir/platform/CCFileUtils.cpp.o -MF engine/cocos/core/CMakeFiles/cocos2d.dir/platform/CCFileUtils.cpp.o.d -o engine/cocos/core/CMakeFiles/cocos2d.dir/platform/CCFileUtils.cpp.o -c /home/theta/sq-mobile/frameworks/cocos2d-x/cocos/platform/CCFileUtils.cpp
/home/theta/sq-mobile/frameworks/cocos2d-x/cocos/platform/CCFileUtils.cpp:733:19: error: no matching function for call to 'unzLocateFile'
int ret = unzLocateFile(file, filename.c_str(), 1);
^~~~~~~~~~~~~
../../../../../../../cocos2d-x/external/unzip/./unzip.h:253:20: note: candidate function not viable: no known conversion from 'int' to 'cocos2d::unzFileNameComparer' (aka 'int (*)(void *, const char *, const char *)') for 3rd argument
extern int ZEXPORT unzLocateFile(unzFile file, const char *filename, unzFileNameComparer filename_compare_func);
^
1 error generated.
ninja: build stopped: subcommand failed.
Hi everyone, I have an issue when I build iOs, I have successfully built Android . How to fix it? This is the first times I build iOs, let me know if you need more info. Thanks.