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Cocos Creator 2.2 Game Freeze on browser

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@bhavinmodha wrote:

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.

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Animated tile support for TMX tiledmap

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@DEAGS3000 wrote:

A new TMXTiledmapEx class that supports animated tile of TMX tiledmap in layer-level, written in C++. Animated tiles are still rendered with SpriteBatchNode.
Git: https://github.com/DEAGS3000/cocos2dx-animated-tile-support

  • 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.

Showcases:


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GADN_GADNVideoPlayer Crash

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@sayem_musk wrote:

From Crashlytics i am getting this kind of crashes

  • GADN_GADNVideoPlayer_arm64_7_39_0
  • GADN_GADNVideoPlayer_armv7_7_39_0

its only happening in ios. There is no problem for android

i could not figure out what casing this crashes

Please Help me

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Getting Crash JS_AbortIfWrongThread

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@MohammedHatim wrote:

Hello Everyone,

Getting a crash in our game we are using Cocos2d 3.17.1 (JS), Not understanding exactly what causing the issue, not able to reproduce also.

Crash:
** signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)**
** JS_AbortIfWrongThread(JSRuntime*)**


pid: 0, tid: 0 >>> com.package.game <<<

backtrace:
#00 pc 0000000000ab5288 /data/app/com.package.game-1BozWu0Q8N44-ucpxiCy4g==/lib/arm64/libcocos2djs.so (JS_AbortIfWrongThread(JSRuntime*)+28)

Thanks in advance for any reply or suggestions

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Cocostudio 1.4 can be used by Cocos2dxV4.0rc

Https not working in latest android devices to read a xml file data using cocos2dx 3.17 c++

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@RoyalStormStudio1 wrote:

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

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Is someone using debian buster? I can't generate project file

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@digimikeh wrote:

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?

Thanks

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preloadScene Progress (downloading Progress)

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@cgcg wrote:

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.

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Sdkbox admob not working in api 29(android)

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@REESIXTEEN wrote:

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:


This problem is happening with all the distinct ads.
Any help? Thanks :smiley:

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Downloading progress (when preLoad many scenes)

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@cgcg wrote:

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

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Codeblocks compile problem

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@digimikeh wrote:

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)

Thks

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Does use of ParallaxNode has advantages over using my own code for parallax effect?

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@abrajam wrote:

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.

Thank you.

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Apply Shader on Tiled Map?

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@mr_cocos wrote:

Any chance to apply a custom shader to the rendered tiled map?

Thanks in advance for any hints!

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Btmatrix3x3 invalid

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@dogwalker wrote:

[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.

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utils::captureScreen failed assertion on iOS 13.1.3

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@kazdev wrote:

Hi, I’m using cocos2d-x 3.17.2 and running my App on iPad mini 5th iOS 13.1.3.

When I call utils::captureScreen, it causes assertion failure.

_validateGetBytes:29: failed assertion `CPU access for textures with MTLResourceStorageModePrivate storage mode is disallowed.’

Here is my code.

string path = FileUtils::getInstance()->getWritablePath().append("screenshot.jpg");
Label *path_lbl = Label::createWithSystemFont(path, "", 20.0);
const char* filename = path_lbl->getString().c_str();
utils::captureScreen([&](bool succeed,const std::string &fileName){}, filename);

and assertion failed on the line: ccUtils.cpp: Line 105

glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer.get());

It seems like a MTLResourceStorageMode related problem.

Does anyone know how to fix this?

I run the same code on iOS 11.4.1 iPod touch 6th, and on iOS 12.4.3 iPad mini 2nd, but these 2 devices don’t cause this problem, they run perfect.

Thank you.

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Linux installation docs?

Unable to Build after 3rd-party-libs update

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@ashishfeels wrote:

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.

@slackmoehrle @PatriceJiang @minggo @Zinitter any help regarding this

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Webview: disable request user interaction

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@C_Stefano wrote:

Hi, is there a way to set WebView to ‘disable a user interaction’ to play a sound? (autoplay)

Cheers, :upside_down_face:

Stefano

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Run Cocos creator Preview on localhost https

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@RonnieBits wrote:

Hello Everyone,
Is there a way to run Cocos Creator Game preview on localhost with https enabled ?

Quick response greatly appreciated

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SDKBOX Facebook integration iOS Fail

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@john_daniel wrote:

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.

Cocos2d-x-3.17 (cocos2d-js project)
XCode 9.2


Error log.

Ld /Users/jonh_daniel/Library/Developer/Xcode/DerivedData/DarknessRising-bgdnmjbscbmlhcakxddydzyjjnre/Build/Products/Debug-iphonesimulator/DarknessRising-mobile.app/DarknessRising-mobile normal x86_64
cd /Users/hamala/workspace/DarknessRising/frameworks/runtime-src/proj.ios_mac
export IPHONEOS_DEPLOYMENT_TARGET=8.0
export PATH="/Users/jonh_daniel/Downloads/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Users/jonh_daniel/Downloads/Xcode.app/Contents/Developer/usr/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
/Users/jonh_daniel/Downloads/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch x86_64 -isysroot /Users/jonh_daniel/Downloads/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator11.2.sdk -L/Users/jonh_daniel/Library/Developer/Xcode/DerivedData/DarknessRising-bgdnmjbscbmlhcakxddydzyjjnre/Build/Products/Debug-iphonesimulator -Lsdkbox.framework -LPluginFacebook.framework -LFBSDKCoreKit.framework -LFBSDKLoginKit.framework -LFBSDKShareKit.framework -LBolts.framework -F/Users/jonh_daniel/Library/Developer/Xcode/DerivedData/DarknessRising-bgdnmjbscbmlhcakxddydzyjjnre/Build/Products/Debug-iphonesimulator -F/Users/hamala/workspace/DarknessRising/frameworks/runtime-src/proj.ios_mac -filelist /Users/jonh_daniel/Library/Developer/Xcode/DerivedData/DarknessRising-bgdnmjbscbmlhcakxddydzyjjnre/Build/Intermediates.noindex/DarknessRising.build/Debug-iphonesimulator/DarknessRising-mobile.build/Objects-normal/x86_64/DarknessRising-mobile.LinkFileList -mios-simulator-version-min=8.0 -dead_strip -Xlinker -object_path_lto -Xlinker /Users/jonh_daniel/Library/Developer/Xcode/DerivedData/DarknessRising-bgdnmjbscbmlhcakxddydzyjjnre/Build/Intermediates.noindex/DarknessRising.build/Debug-iphonesimulator/DarknessRising-mobile.build/Objects-normal/x86_64/DarknessRising-mobile_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -Xlinker -objc_abi_version -Xlinker 2 -stdlib=libc++ -fobjc-link-runtime -ObjC -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __entitlements -Xlinker /Users/jonh_daniel/Library/Developer/Xcode/DerivedData/DarknessRising-bgdnmjbscbmlhcakxddydzyjjnre/Build/Intermediates.noindex/DarknessRising.build/Debug-iphonesimulator/DarknessRising-mobile.build/DarknessRising-mobile.app.xcent -framework CoreText -framework GameController -liconv -framework Security -framework MediaPlayer /Users/jonh_daniel/Library/Developer/Xcode/DerivedData/DarknessRising-bgdnmjbscbmlhcakxddydzyjjnre/Build/Products/Debug-iphonesimulator/libjscocos2d\ iOS.a /Users/jonh_daniel/Library/Developer/Xcode/DerivedData/DarknessRising-bgdnmjbscbmlhcakxddydzyjjnre/Build/Products/Debug-iphonesimulator/libcocos2d\ iOS.a -framework CoreMotion -lsqlite3 -lz -framework QuartzCore -framework OpenGLES -framework OpenAL -framework AudioToolbox -framework AVFoundation -framework UIKit -framework Foundation -framework CoreGraphics -framework sdkbox -framework PluginFacebook -framework FBSDKCoreKit -framework FBSDKLoginKit -framework FBSDKShareKit -framework Bolts -framework AdSupport -framework SystemConfiguration -Xlinker -dependency_info -Xlinker /Users/jonh_daniel/Library/Developer/Xcode/DerivedData/DarknessRising-bgdnmjbscbmlhcakxddydzyjjnre/Build/Intermediates.noindex/DarknessRising.build/Debug-iphonesimulator/DarknessRising-mobile.build/Objects-normal/x86_64/DarknessRising-mobile_dependency_info.dat -o /Users/jonh_daniel/Library/Developer/Xcode/DerivedData/DarknessRising-bgdnmjbscbmlhcakxddydzyjjnre/Build/Products/Debug-iphonesimulator/DarknessRising-mobile.app/DarknessRising-mobile

ld: framework not found CoreServices for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

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