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Error When Opened New Hello World Project


About scroll and text coordinate issues in EditBox

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I have implemented EditBox. And I found two problems. I think some people don’t mind this issue. But as a designer, I want to solve this problem that doesn’t look very good. Please tell me how to solve it. Thank you.

1:The first problem is that it bounces when scrolling the EditBox. I want to know how to turn off bouncing.

2:The second problem is that the Y coordinate of the text in the EditBox is misaligned. Please look at the image. The height of the text changes during and after typing. Is there a solution?

Thanks.

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Cocos Analytics - A little Information

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Hello @slackmoehrle,

I have some questions about the Cocos Analytics service:

  1. We are a company which builds many games (2 - 4 in a month). We are new to Cocos Creator and we want to know if the analytics will be suitable for the task?

  2. Do we need to create Analytics App ID for each game seperatly or we can achive it in one app ID for every game?

  3. Is the service costs money? If so, can I have a link for the pricing page?

  4. Is there a data limit for each game or any kind of limitation that I need to be aware of?

  5. Is there a way to integrate with the data so I can create my own graphs with custom events?

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Just to say thank you to all the developers and the other helpful people here

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I’m usally here asking question, but now having at last completed the app that’s used up lots of my spare time for the last 4 years, I’d just like to say thank you for cocos2d-x, particularly for how rock solid it seems to be both on Android and iOS.

I’m also impressed with how little difficulty the transition to 4.0 looks to be (after some help from this forum), especially how 3D and lua support have been maintained, requiring only small changes for updating. Really awesome piece of work.

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Rare Android users lose game data

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Some rare users of my game are complaining about lose data when turn off the device.

The game is for Android, and uses Cocos version 3.17.2 (but the problem occurs since first version of the game, 3.5.0)

I’m using FileUtils::getInstance()->getWritablePath() and fopen/fwrite/fclose to save the file

The game saves the file 2 times, to avoid some weird problem if the device runs out of battery in the moment of saving a file and the file is saved corrupted. (So, when in the moment of reading the file, if it not exists or checksum is not ok, I load the other file saved), but this doesn’t solve the problem.

On my personal devices, FileUtils::getInstance()->getWritablePath() AND FileUtils::sharedFileUtils()->getWritablePath() are the same, could have difference in some other device ?

I call FileUtils::getInstance()->getWritablePath() every time I write the file, the value received can change in the same device ?

On my personal devices, fflush() causes no difference. In some devices it can make differecence if I call fopen/fwrite/fflush/fclose ?

Thanks in advance if anyone can help.

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LuaStack::init() EXC_BAD_ACCESS in iOS Simulator

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Hi Guys,

I’m new to iOS & cocos2dx development so I’m likely doing something silly but Lua based projects crash for me on load with EXC_BAD_ACCESS here

_state = lua_open(); 

in the LuaStack::init() method

It happens to me with both the LuaTests project and if I create a new Lua project and try run that in the Simulator. I can run the CPP Test project without issue

This is with cocos2dx 4 and the latest version of xcode and happens if I build/run via cmake or xcode

I did see an older issue about it (https://github.com/cocos2d/cocos2d-x/issues/17043) but it’s for cocos2d 3.1. Not sure it applies to the latest cocos2d?

Thanks for any help

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Failure to compile APK using SDKBOX and HMS

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Hello everyone, import the HMS service using the command

$ sdkbox import hms

From this url: http://docs.sdkbox.com/en/plugins/hms/v3-js/

But when compiling it throws the following error:

In file included from C:/Users/LUA/huawei/app/jsb-link/frameworks/runtime-src/proj.android-studio/app/jni/…/…/…/Classes/PluginShareJSHelper.cpp:1:
In file included from C:/Users/LUA/huawei/app/jsb-link/frameworks/runtime-src/proj.android-studio/app/jni/…/…/…/Classes/PluginShareJSHelper.h:5:
In file included from C:/CocosCreator_2.2.0/resources/cocos2d-x/cocos\scripting/js-bindings/manual/jsb_conversions.hpp:38:
In file included from C:/CocosCreator_2.2.0/resources/cocos2d-x/cocos/…\cocos/editor-support/spine/spine.h:53:
C:/CocosCreator_2.2.0/resources/cocos2d-x/cocos/editor-support\spine/Debug.h:34:10: warning: non-portable path to file ‘<spine/extension.h>’; specified path differs in case from file name on disk [-Wnonportable-include-path]
#include <spine/Extension.h>
^~~~~~~~~~~~~~~~~~~
<spine/extension.h>
In file included from C:/Users/LUA/huawei/app/jsb-link/frameworks/runtime-src/proj.android-studio/app/jni/…/…/…/Classes/PluginShareJSHelper.cpp:1:
In file included from C:/Users/LUA/huawei/app/jsb-link/frameworks/runtime-src/proj.android-studio/app/jni/…/…/…/Classes/PluginShareJSHelper.h:5:
In file included from C:/CocosCreator_2.2.0/resources/cocos2d-x/cocos\scripting/js-bindings/manual/jsb_conversions.hpp:38:
C:/CocosCreator_2.2.0/resources/cocos2d-x/cocos/…\cocos/editor-support/spine/spine.h:59:10: warning: non-portable path to file ‘<spine/extension.h>’; specified path differs in case from file name on disk [-Wnonportable-include-path]
#include <spine/Extension.h>
^~~~~~~~~~~~~~~~~~~
<spine/extension.h>
8 warnings generated.
[arm64-v8a] Compile++ : cocos2dx_static <= cocos2d.cpp
[arm64-v8a] Compile++ : cocos2dx_static <= CCFileUtils.cpp
8 warnings generated.
[arm64-v8a] Compile++ : cocos2dx_static <= CCImage.cpp
8 warnings and 1 error generated.
8 warnings generated.
make: *** [C:/Users/LUA/huawei/app/jsb-link/frameworks/runtime-src/proj.android-studio/app/build/intermediates/ndkBuild/release/obj/local/arm64-v8a/objs/cocos2djs_shared///__/Classes/PluginHMSJSHelper.o] Error 1
make: *** Waiting for unfinished jobs…

  • Try:
    Run with --stacktrace option to get the stack trace. Run with --debug option to get more log output. Run with --scan to get full insights.

  • Get more help at https://help.gradle.org

BUILD FAILED in 1m 13s
45 actionable tasks: 2 executed, 43 up-to-date
Error running command, return code: 1.

Do you know what can be?

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Jsb and the web

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@pandamicro, @drelaptop,
I am using some jsb functions in my cocos creator project like jsb.saveimagedata and jsb.fileutils.xyz. it runs fine in the simulator but when I run it on the web I get the error :

can’t find variable jsb

is jsb not defined for the web?
for instance I am saving image data to the writable path…does that make sense in the web context? also, after saving the file I am checking if the file exists using jsb.fileUtils.isFileExist. will this work in a web build?

my requirement is basically that I want to save an image file on the device and then fetch image data from it when needed. please help with an example for the web build.

thanks!

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chipmunk cocos js

How do I make a level without a separate tilemap editor?

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I cannot seem to wrap around my head how to design levels.
I do not use programs like tiled specifically, because my plans require much more specific objects in the game that do more specific actions.
So what do I do? Since I am drawing a lot of inspiration from games like Geometry Dash, and since GD does not use the concept of tilemaps, what do you think? How did RubRub do level design?
Personally I would assume that I would need to make my own level/map editor and use that.
But if I make my own level/map editor, how would I save my creations to a file so I could later implement them into the game?
Please help out =)

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Animation clip not loading in v2.4.0

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After upgrading from v2.3.3 to v2.4.0, all animation clips cannot be loaded in Timeline.
Now it always say “Current animation component lacks animation clip”.
Play mode will still play animations. Only Timeline seems broken.

Even tried a new scene and adding Animation component/clip. All created in v2.4.0

-Alfred

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Cocos creator 2.4.0 can't show full screen android note 10

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Cocos creator 2.4.0 can’t show full screen android note 10, only show in safe area

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Built in physics body overlapping each other.

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In cocos2dx c++ version, physics bodies are overlapping each other when I move the bodies using setVelocity. But this does not happen when I use applyForce, but I dont want my character to move like someone is pushing it. I want it to move like how objects behave when using MoveBy. Is it bug or am i doing something wrong. Pls help

if(find(heldKeys.begin(), heldKeys.end(), EventKeyboard::KeyCode::KEY_S) != heldKeys.end())
 {
     playerBody->setVelocity(Vec2(0,-speed * dt));
 }

this is my code and this happensScreen Shot 2020-06-30 at 1.02.36 AM

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Do "onPostSolve" and "onPreSolve" methods of Physics Collider work for sensor colliders?

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Hi all. I am trying to check if my sensor collider collides by “onPostSolve” and “onPreSolve” methods,
but inner I just getting my not sensor collider as parameter. Do this methods work for sensor colliders?

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Experienced Team Hiring Developer - Paid Contract - 3 Months

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Job Description
Our team is looking for an experienced Game Developer to help us build a new game using Cocos Creator. You will work with designers and artists to create new features and content in the game, as well as fix bugs, improve performance, and write tools to improve the efficiency of the team. This is a 3 month contract, with the possibility of becoming a fulltime position after 3 months.

Our team is experienced with Unity, so we’re looking for an experienced Cocos / Typescript developer to help us transition to this new development environment.

Responsibilities:

Help write code for all aspects of a brand new game. We have wireframe, mockups, functional specs, and tuning for the game.
Help us write our new generation of game engine for rapid development of high performance web/mobile games.

We don’t care where you are in the world, but you must be able to consistently work 9am-5pm Pacific Time, Mon-Fri

Qualifications:
Be an excellent Typescript programmer with good knowledge of Cocos Creator internals
Understand and identify good user experience, good visuals, and good game design
Design and write simple algorithms, and choose appropriate data structures
Tweak & adjust particle systems as well as hook up VFX from artists
Good with Git
Familiarity of games, mobile games, and mobile devices
Fluent in spoken English and willing to talk on voice chat to collaborate with co-workers
Bonus skill: Integrate new native code iOS / Android plugins into our project
Bonus skill: Understand web or mobile performance bottlenecks and suggest/implement changes to improve performance
Bonus skill: Leadership experience, such as leading a team or working as a producer
We collaborate online with Slack, Teamspeak, Github, Dropbox, and Google Docs.

Email me at ian@foxcubgames.com, please include some links to released games that you worked on.

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Regarding Firebase and Cocos2dx

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As the sdkbox firebase plugin supports analytics only and there’s no updates yet about which other services are coming…, what would be the best way if I have to use firebase’s other various products like database, cloud function, cloud messaging etc ?

  1. Using c++ sdk ? which is 960 mb of size and how much it will affect the package size? Can anyone share their experience?
  2. Integrating into native java for Android and iOS sdk for iOS separately.
    What would be the better option ?

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Node.position.set() doesn't have affect.

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Hi all. I noticed when I am trying set position by node.position.set() it doesn’t have any affect.
Just node.setPosition() works.

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(oldversion 1.9.3) I can't show Label(macbook pro 2020)

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I want to update a program working in an old version.(cocoscreato 1.9.3)

I changed macbook pro(2020) recently.
I play cocoscreator’s simulator(1.9.3).

If I use Use System Font, I found that Label is not displayed this screenshots in simulator.
※No problem if I appoint ttf-font file.

If I use macbook pro(2015) ,This phenomenon does not reappear.
Is there easy solution?

I want to update old application.
I would be grateful if someone teach me…

スクリーンショット 2020-06-30 22.25.21

This is the log when simulator starting up.

log
preview server running at http://localhost:7456

1.9.1

Simulator: WORKAREA WIDTH 1920.00, HEIGHT 1035.00

Simulator: FRAME SCALE = 1.00

Simulator:

Simulator: {

Simulator: gl.supports_OES_map_buffer: false

Simulator: gl.supports_vertex_array_object: true

Simulator: cocos2d.x.version: Cocos2d-x-lite v1.8.2

Simulator: gl.vendor: Intel Inc.

Simulator: gl.supports_PVRTC: false

Simulator: gl.renderer: Intel(R) Iris(TM) Plus Graphics OpenGL Engine

Simulator: cocos2d.x.compiled_with_profiler: false

Simulator: gl.max_texture_size: 16384

Simulator: gl.supports_ETC1: false

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XMLHttpRequest + FormData

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Hi, we tried to use FormData with XMLHttpRequest but we have this error in android:

E/jswrapper: ERROR: Uncaught ReferenceError: FormData is not defined, location: assets/main/index.9f04f.jsc:0:0

some people have any idea to resolve it?

Many thanks for help!

Stefano

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Creator 2.4.0 Android: crash after attempt to open new scene

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