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Why cocos2d-console folder is always empty?

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@AsparaJoe wrote:

Hello there. Since version 3.8.1 I found that the folder cocos2d-console inside tools directory is always empty.
In the previous version I used (3.4) this path contains the bin directory with the cocos command line executable. If you try to download and unzip this package you can see that these files are properly here, but they aren't in the folowing releases.

The cocos command-line tool guide suggest to add the path \tools\cocos2d-console\bin to PATH env. var, so how it's possible this folder is empty? How to get the command line tools when downloading a new cocos version?

When I download a new version I already try to run download-deps.py and setup.py but this doesnt' the trick

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In-app purchase with ios under cocos2d-x problem

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@fanfan810 wrote:

i just follow this tutorial

every thing goes well ,i can load the store and make the purchase.

but then i found out that

in the InAppPurchaseManager.m

it send out a notification after finished the success transation.

[[NSNotificationCenter defaultCenter] postNotificationName:kInAppPurchaseManagerTransactionSucceededNotification object:self userInfo:userInfo];

normally with objective-c i can observe the notification and then give the purchased items to player by this :

[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(purchaseSuccess:) name:kInAppPurchaseManagerTransactionSucceededNotification object: nil];

but with c++, how can i do the same . it seems CCNotificationCenter of cocos2d-x can't not observe the notification send by NSNotificationCenter.

so how can i get the information that the purchase has been successfully done?

i'm actually a 2d artist..and new to programming...

just, anybody can help me with details. thanks a lot~

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Is there a way to use C++ library in Cocos JS?

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@Ninja_Gah wrote:

So I have a game Cocos2d-x game written in C++. The majority of the game engine is decoupled from the framework which I compile as a separate library and linked in to the cocos2d-x app. I've been exploring the possibility of making a web build and I couldn't find much on this topic. What I'm thinking of doing is to rewrite all the code coupled to Cocos2d-x in Javascript, and somehow load the decoupled c++ game engine library so I wouldn't have to rewrite the whole engine in Javascript. Is this possible or is there another way?

Just to mention I'm not willing to compile the engine to JS using something like emscripten because I don't want to expose the engine code. Thanks!

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Does Apple thinning work on Cocod2d-x?

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@theflyingsquid wrote:

Hello,

I'm an independent artist building children story apps for cocos2d-x. Currently we're only on IOS, and I want to use the apple thinning feature but my programmer is having a hard time making it to work.

We have a combination of png, pvr.czz, jons and jpegs assets.

Apple thinning is a very important feature to us. If it is not supported by cocos2d-x that would suck, and unfortunately we would have to move and try something different.

Any help or guidance would be greatly appreciated.

Thanks,

Ivan

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AudioEngine interface improvement

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@javiercocos wrote:

Hi guys,

Could the AudioEngine be improved by adding a method to get the audio duration using the url apart from the audio's id?
Currently to get the audio duration, its needed to play it to get the id and then with that id the duration we can obtained.
The current approach has some problems.
Many times users need know the audio duration to prepare a sequence of actions where some of them depends on an audio finish. Right now this cannot be done.
Also the current implementation does not works fine because doing play in a line and getting the duration on the next line, returns always .-1 due to the async approach of new audio engine. After call play, the sound wont be loaded for some frames and calling getDuration intermediately will fail. The drawback of the async load method could not be a problem if a preloading service will be available. So when the play is called the sound is available just on that frame and getDuration would work. Even thought there is a preloading implementation it seems its not working always.
In any case this wont help when only is needed to get the audio duration to create a sequence of actions.

So my humble suggestions are:
1) Add a method to get the audio duration using the sound's url. This will allow not to play the sound.
2) Making the preloading mechanism work for audio assets.

Thank you all.

About Point one, I was debugging a bit it looks like there is a bug,
When on the audioEngine's preload callback, a sound is played and then the getDuration is called,
the result is -1 even thought the audio is already loaded. The problem is on AudioEngine-win32.cpp
because player.audioCache->duration has the right duration but player._ready is false. so always -1
is returned.

float AudioEngineImpl::getDuration(int audioID)
{
auto& player = _audioPlayers[audioID];
if(player._ready){
return player.audioCache->duration;
} else {
return AudioEngine::TIME_UNKNOWN;
}
}

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How to upgrade cocos2dx in project?

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@katieJ wrote:

Hi,

I have a win10 solution I built against v3.13 but would like to get it right up to date. What's the easiest way to upgrade? Would I need to create a new project and then simply copy and paste my classes or resources into the new folders or is there an easier way?

Thanks,
Katie

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Put a sprite or any layer over a VideoPlayer layer?

Black screen after adding joint

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@ben26 wrote:

Hello,

I am new to Cocos2dx and I wrote a sample app with the following code:

Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::createWithPhysics();
scene->getPhysicsWorld()->setDebugDrawMask
(PhysicsWorld::DEBUGDRAW_ALL);

// 'layer' is an autorelease object
auto layer = HelloWorld::create();

// add layer as a child to scene
scene->addChild(layer);

// return the scene
return scene;

}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}

auto visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();

/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
//    you may modify it.

// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
                                       "CloseNormal.png",
                                       "CloseSelected.png",
                                       CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));

closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                            origin.y + closeItem->getContentSize().height/2));

// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);

auto path = "res/green.png";
basketballSprite1 = Sprite::create(path);
auto basketballPhysicsBody1 = PhysicsBody::createBox(Size(65.0f, 81.0f), PhysicsMaterial(0.1f, 1.0f, 0.0f));
basketballPhysicsBody1->setDynamic(true);
basketballSprite1->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
basketballSprite1->setPhysicsBody(basketballPhysicsBody1);
this->addChild(basketballSprite1, 0);

auto basketballSprite2 = Sprite::create(path);
auto basketballPhysicsBody2 = PhysicsBody::createBox(Size(65.0f, 81.0f), PhysicsMaterial(0.1f, 1.0f, 0.0f));
basketballPhysicsBody2->setDynamic(true);
basketballSprite2->setPosition(Vec2(visibleSize.width/3 + origin.x, visibleSize.height/2 + origin.y));
basketballSprite2->setPhysicsBody(basketballPhysicsBody2);
this->addChild(basketballSprite2, 0);

auto basketballSprite3 = Sprite::create(path);
auto basketballPhysicsBody3 = PhysicsBody::createBox(Size(65.0f, 81.0f), PhysicsMaterial(0.1f, 1.0f, 0.0f));
basketballPhysicsBody3->setDynamic(false);
basketballSprite3->setPosition(Vec2(visibleSize.width/4 + origin.x, visibleSize.height/2 + origin.y));
this->addChild(basketballSprite3, 0);

auto jointDistance = PhysicsJointPin::construct(basketballSprite1->getPhysicsBody(), basketballSprite2->getPhysicsBody(), Vec2::ANCHOR_MIDDLE,Vec2::ANCHOR_MIDDLE);
jointDistance->createConstraints();
getScene()->getPhysicsWorld()->addJoint(jointDistance);

EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

return true;

}

The issue is that when I comment the line with the joint it works, but when I let it uncommented I get black screen or crash.

Does anybody see an issue?

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Inheritance chain . How to sub sub class Layer?

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@gabdab wrote:

Trying to invoke createScene() from subclass of subclass of Layer ..

Layer
LayerSubclass
LayerSubSubclass

/home/gabriele/hd2/Lavoro/Lavoro_1/cocos2dx/SpcCpt/Classes/LayerSubSubclassScene.h:8:1: error: expected class-name before ‘{’ token

include "cocos2d.h"

include "LayerSubclassScene.h"

class LayerSubSubclass : public LayerSubclass //cocos2d::Layer
{

This compiles (AppDelegate.cpp)

auto scene = LayerSubSubclass::createScene();
// run
director->runWithScene(scene);

This doesn't (MenuItemImage callback) , :

void StartMenu::menuPlayCallback(cocos2d::Ref* pSender)
{
Director::getInstance()>replaceScene(TransitionFade::create(0.5, LayerSubSubclass::createScene(), Color3B(0,255,255)));
}

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When is a next version of cocos2d-x released?

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@cookybreeed wrote:

Hi,
Release of the new version was scheduled December 23. I would like to start a new project in the final version of the engine.
When it will be released?:slight_smile:

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``delete`` for dummy Sprite if not added in scene?

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@catch_up wrote:

Do I need to clear memory temporary dummy sprite?

Sprite *dummySprite = Sprite::create("filepath.png");
Use it for calculating some dimensions.
someParentSprite->SetContentSize("...using dummy sprite to calculate...");

delete dummySprite;
dummySprite = NULL

App crashes if I delete this dummySprite.

As per C++ the pointers creates memory in heap which means, we need to manually free the memory. I understand that sprite is autorelease object but I always take this in the context that if a parent is deleted from the scene/layer or the sprite itself is removed then it frees its memory by itself. But never knew if it autoreleases even if it goes out of scope.

Am I correct that I won't have to use explicitly delete dummySprite ?

PS: I am using dummySprite for setting content size of parent. Otherwise, it's not beings added in parent.

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Set Debug texture area Sprite

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@catch_up wrote:

Using cocos2d-x 3.11.1

In /base/CCConfig.h
#define CC_SPRITE_DEBUG_DRAW 2

Setting it 2 only gives what setting it 1 gives which is outline. I need to draw debug texture area.
AFAIK, it used to work in 3.10.

Any help?
Thanks :slight_smile:

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Removing from Android.mk, CMake, etc. files

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@catch_up wrote:

Ignore this post.
I raised same thing @

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Working with Shaders and Blur effect on layer?

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@catch_up wrote:

I checked the cpptests and blur effect is there. But I am not able to understand exactly how it is used to apply effect on the sprite. I've never used shaders before and I want to apply blur effect to layer.

Looks like blur shader isn't already there in the cocos2d-x but in cpptests, it's creating the blur shader and then using it somehow.

Is there anything like..

EffectBlur *eb = EffectBlur::create(blurRadius, .....);
node->applyEffect(eb);

or every shader is created from scratch?

Thanks :slight_smile:

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Space invaders base degradation?

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@katieJ wrote:

Hi, I'm working on a clone of the classic space invaders from 1978. I'm quite new to games and I have been trying to work out how I'm going to get the bases to be destroyed gradually as they get hit be invaders bullets. In the arcade it seems the damage is randomly distributed as the bullets travel into the bases, depending on the type of missile? I don't know how I'm going to randomly knock out pixels at the point of impact. Can anyone offer any help or suggestions. Thanks. Katie.

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Battery and fever

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@standwally wrote:

Under the premise that the GPS or gyro sensor is not used,
how much does the apps that use the cocos2d-x engine drop the battery power?

I am also curious about the fever.

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Cocos 3.13.1 curl build issue

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@lawheihachi wrote:

-cocos2d-x version: 3.13.1
-build tool : Android Stdio 2.2.3
-NDK version: r10c
-VS version: 2013
-targetSdkVersion 22

I built it with 3.13.1
In all functions that call 'curl_easy_xxx'
An error occurred next.

jni/../../../FTP_Update.cpp:1303: error: undefined reference to 'curl_easy_setopt'
jni/../../../FTP_Update.cpp:1304: error: undefined reference to 'curl_easy_setopt'
jni/../../../FTP_Update.cpp:1305: error: undefined reference to 'curl_easy_setopt'
jni/../../../FTP_Update.cpp:1308: error: undefined reference to 'curl_easy_setopt'
jni/../../../FTP_Update.cpp:1318: error: undefined reference to 'curl_easy_perform'
jni/../../../FTP_Update.cpp:1354: error: undefined reference to 'curl_version_info'
jni/../../../FTP_Update.cpp:1399: error: undefined reference to 'curl_easy_perform'
jni/../../../FTP_Update.cpp:1412: error: undefined reference to 'curl_easy_getinfo'
jni/../../../FTP_Update.cpp:1450: error: undefined reference to 'curl_global_init'
jni/../../../FTP_Update.cpp:1451: error: undefined reference to 'curl_easy_init'
jni/../../../FTP_Update.cpp:1470: error: undefined reference to 'curl_easy_perform'
jni/../../../FTP_Update.cpp:1482: error: undefined reference to 'curl_easy_cleanup'
jni/../../../FTP_Update.cpp:1484: error: undefined reference to 'curl_global_cleanup'
jni/../../../FTP_Update.cpp:1525: error: undefined reference to 'curl_easy_strerror'

There was no problem with 3.10 builds.

[Application.mk]
APP_STL := gnustl_static
NDK_TOOLCHAIN_VERSION := 4.9

APP_CPPFLAGS := -frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -std=gnu++11 -fsigned-char -fexceptions
APP_LDFLAGS := -latomic

APP_ABI := armeabi

APP_DEBUG := $(strip $(NDK_DEBUG))
ifeq ($(APP_DEBUG),1)
APP_CPPFLAGS += -DCOCOS2D_DEBUG=1
APP_OPTIM := debug
else
APP_CPPFLAGS += -DNDEBUG
APP_OPTIM := release
endif

APP_PLATFORM := android-9

[Android.mk]
LOCAL_PATH := $(call my-dir)
COCOS_PATH := $(LOCAL_PATH)/../../../Lib/cocos2d-x-3.13.1
BREAKPAD_PATH := D:/Project_ArcaneMobile/client/trunk/source/Arcane/Lib/google-breakpad

include $(CLEAR_VARS)
LOCAL_MODULE := breakpad_client
LOCAL_SRC_FILES := $(BREAKPAD_PATH)/libbreakpad_client.a
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)

$(call import-add-path,$(COCOS_PATH))
$(call import-add-path,$(COCOS_PATH)/external)
$(call import-add-path,$(COCOS_PATH)/cocos)
$(call import-add-path,$(COCOS_PATH)/cocos/audio/include)

LOCAL_SHORT_COMMANDS := true
LOCAL_MODULE := arcane_gui
LOCAL_MODULE_FILENAME := libarcanegui

SOURCE_FILES := $(wildcard $(LOCAL_PATH)/../../../gui/*.cpp)
LOCAL_SRC_FILES := $(SOURCE_FILES:$(LOCAL_PATH)/%=%)

LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../../Arcane \
$(LOCAL_PATH)/../../../../Arcane/gui \
$(LOCAL_PATH)/../../../../Arcane/2d \
$(LOCAL_PATH)/../../../../../resource \
$(LOCAL_PATH)/../../../../../resource/config_ui \
$(LOCAL_PATH)/../../../../../resource/configure \
$(COCOS_PATH)/cocos \
$(COCOS_PATH)/cocos/2d \
$(COCOS_PATH)/cocos/3d \
$(COCOS_PATH) \
$(COCOS_PATH)/external \
$(COCOS_PATH)/extensions \
$(COCOS_PATH)/external/curl/include/android/curl \
$(LOCAL_PATH)/../../../../Arcane/Classes \
$(LOCAL_PATH)/../../../../Arcane/Lib/Common \
$(LOCAL_PATH)/../../../../Arcane/Lib/NetMobile \
$(LOCAL_PATH)/../../../../Arcane/Lib/TinyXML \
$(LOCAL_PATH)/../../../../Arcane/Lib/iconv \
$(BREAKPAD_PATH)/src/common/android/include \
$(BREAKPAD_PATH)/src

LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos2dx_internal_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static
LOCAL_WHOLE_STATIC_LIBRARIES += breakpad_client
include $(BUILD_STATIC_LIBRARY)

include $(CLEAR_VARS)

LOCAL_SHORT_COMMANDS := true
LOCAL_MODULE := arcane_2d
LOCAL_MODULE_FILENAME := libarcane2d
SOURCE_FILES := $(wildcard $(LOCAL_PATH)/../../../2d/*.cpp)
LOCAL_SRC_FILES := $(SOURCE_FILES:$(LOCAL_PATH)/%=%)

LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../../Arcane \
$(LOCAL_PATH)/../../../../Arcane/gui \
$(LOCAL_PATH)/../../../../Arcane/2d \
$(LOCAL_PATH)/../../../../../resource \
$(LOCAL_PATH)/../../../../../resource/config_ui \
$(LOCAL_PATH)/../../../../../resource/configure \
$(COCOS_PATH)/cocos \
$(COCOS_PATH)/cocos/2d \
$(COCOS_PATH)/cocos/3d \
$(COCOS_PATH) \
$(COCOS_PATH)/external \
$(COCOS_PATH)/extensions \
$(COCOS_PATH)/external/curl/include/android/curl \
$(LOCAL_PATH)/../../../../Arcane/Classes \
$(LOCAL_PATH)/../../../../Arcane/Lib/Common \
$(LOCAL_PATH)/../../../../Arcane/Lib/NetMobile \
$(LOCAL_PATH)/../../../../Arcane/Lib/TinyXML \
$(LOCAL_PATH)/../../../../Arcane/Lib/iconv \
$(BREAKPAD_PATH)/src/common/android/include \
$(BREAKPAD_PATH)/src

LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos2dx_internal_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static
LOCAL_WHOLE_STATIC_LIBRARIES += breakpad_client
include $(BUILD_STATIC_LIBRARY)

include $(CLEAR_VARS)

LOCAL_MODULE := p
LOCAL_SHORT_COMMANDS := true
LOCAL_MODULE_FILENAME := libcocos2dcpp

LOCAL_CFLAGS += -fno-omit-frame-pointer
LOCAL_EXPORT_CFLAGS += -fno-omit-frame-pointer

SOURCE_FILES := $(wildcard $(LOCAL_PATH)/../../../*.cpp)

LOCAL_SRC_FILES := hellocpp/main.cpp \
../../../Classes/AppDelegate.cpp \
../../../Classes/ILayer.cpp \
../../../Lib/NetMobile/NetSock.cpp \
../../../Lib/NetMobile/Network.cpp \
../../../Lib/NetMobile/PacketProcessor.cpp \
../../../Lib/Common/ar.cpp \
../../../Lib/Common/csv.cpp \
../../../Lib/Common/debug.cpp \
../../../Lib/Common/define.cpp \
../../../Lib/Common/file.cpp \
../../../Lib/Common/Language.cpp \
../../../Lib/Common/LogConsole.cpp \
../../../Lib/Common/path.cpp \
../../../Lib/Common/random.cpp \
../../../Lib/Common/scanner.cpp \
../../../Lib/Common/SmartPointer.cpp \
../../../Lib/Common/timer.cpp \
../../../Lib/Common/Util.cpp \
../../../Lib/Common/utilFile.cpp \
../../../Lib/Common/utilStr.cpp \
../../../Lib/Common/resources.cpp \
../../../Lib/Common/PtData.cpp \
../../../Lib/Common/ostrformat.cpp \
../../../Lib/TinyXML/tinyxml.cpp \
../../../Lib/TinyXML/tinystr.cpp \
../../../Lib/TinyXML/tinyxmlerror.cpp \
../../../Lib/TinyXML/tinyxmlparser.cpp \
$(SOURCE_FILES:$(LOCAL_PATH)/%=%)

LOCAL_LDLIBS := -llog

LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes \
$(LOCAL_PATH)/../../../../Arcane \
$(LOCAL_PATH)/../../../../Arcane/gui \
$(LOCAL_PATH)/../../../../Arcane/2d \
$(COCOS_PATH)/cocos \
$(COCOS_PATH)/cocos/2d \
$(COCOS_PATH)/cocos/3d \
$(COCOS_PATH)/external \
$(COCOS_PATH)/extensions \
$(COCOS_PATH) \
$(COCOS_PATH)/cocos/editor-support \
$(COCOS_PATH)/cocos/audio/include \
$(COCOS_PATH)/cocos/network \
$(COCOS_PATH)/external/chipmunk/include/chipmunk \
$(COCOS_PATH)/external/curl/include/android/curl \
$(COCOS_PATH)/external/websockets/include/android \
$(COCOS_PATH)/external/win32-specific/zlib/include \
$(LOCAL_PATH)/../../../../../resource \
$(LOCAL_PATH)/../../../../../resource/config_ui \
$(LOCAL_PATH)/../../../../../resource/configure \
$(LOCAL_PATH)/../../../../Arcane/Classes \
$(LOCAL_PATH)/../../../../Arcane/Lib/Common \
$(LOCAL_PATH)/../../../../Arcane/Lib/NetMobile \
$(LOCAL_PATH)/../../../../Arcane/Lib/TinyXML \
$(LOCAL_PATH)/../../../../Arcane/Lib/iconv \
$(BREAKPAD_PATH)/src/common/android/include \
$(BREAKPAD_PATH)/src

LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos2dx_internal_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static
LOCAL_WHOLE_STATIC_LIBRARIES += breakpad_client
LOCAL_WHOLE_STATIC_LIBRARIES += arcane_gui
LOCAL_WHOLE_STATIC_LIBRARIES += arcane_2d
include $(BUILD_SHARED_LIBRARY)

$(call import-module,extensions)
$(call import-module,.)
$(call import-module,external/curl/prebuilt/android)

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Is Cocos2d-x Still Relevant in the Age of Unity3D and Unreal Engine?

Build cocos2dx in VMWare Macos for Iphone

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@cuongli120394 wrote:

I have just learned cocos2dx for a few days. I use Window 10 to code a simple game. Then build. Everything is good. The game run well. But then i copy my project folder to my mac (VMWare machine) and build, it show me some prolem, i searched a lot but i can't find any solution for this.

When i build my game to my iphone (iphone 5s). It's all fine. But then i run my game (I already trust my game) it just crash. (It's working fine one window before)
When i build my game to my mac, it showing some error like this

And i have one question that i searched alot to but can't find any answer. That if i create project in window, then code in window. After everything done. Then just copy project to mac and use xcode to build for ios. Or i have to install cocos, sdk, ndk, ant for ios to.

Thank you all.

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Cocos2d-x project folder has a large size (4.6GB)

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@cuongli120394 wrote:

Hello all, my cocos2d-x project folder after i compile has a very large size (over 4.6GB).
I just figure out that there is a folder name cocos2d inside and it's 4GB of size..
And everytime i compile a project, it take a really long time to complete. Is there any way to fix them.

Ah, by the way, can coscos2d (Code with C++) build to web.

Thank you all :smiley:

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