For simplicity, I'm only using one Post-Processing layer at this point in time (the tutorial uses 2).
I've followed the tutorial (it's essentially copy and pasting code) and have gotten the effect. However, for whatever reason the vertexZ buffering I'm using for the Tiled Maps isn't being applied. (The depth buffering thing here: http://www.cocos2d-x.org/wiki/TileMap)
b2Body* bodies[3];
//body definition
b2BodyDef myBodyDef;
myBodyDef.type = b2_dynamicBody;
//shape definition
b2PolygonShape polygonShape;
polygonShape.SetAsBox(1, 1); //a 2x2 rectangle
//fixture definition
b2FixtureDef myFixtureDef;
myFixtureDef.shape = &polygonShape;
myFixtureDef.density = 1;
//create identical bodies in different positions
for (int i = 0; i < 3; i++) {
myBodyDef.position.Set(-10+i*10, 20);
bodies[i] = m_world->CreateBody(&myBodyDef);
bodies[i]->CreateFixture(&myFixtureDef);
}
//a static floor to drop things on
myBodyDef.type = b2_staticBody;
myBodyDef.position.Set(0, 0);
polygonShape.SetAsEdge( b2Vec2(-15,0), b2Vec2(15,0) );
m_world->CreateBody(&myBodyDef)->CreateFixture(&myFixtureDef);
But the three generated boxes seem to have been placed way too much to the left? Like the first one has a x position of lower than 0(I think) Somebody knows why my box2d objects wont be placed where I suppose they should be?
My game has been lagging with the sound effects in Android since release date, it lags only in some devices though. I have tried tons of things but nothing worked. Many people are complaining about this in Google Play and I don't know how to fix it. It's frustrating because reviews are scored with 1 star despite of the user enjoys the game.
Have tried with AwesomePlayer and Nu Player, and tried with Simple Sound Engine and with the experimental Sound Engine. People plays with sound disabled because the game is unplayable with SFXs.
Is anyone having the same problem as me? I would spend days of work trying to fix the sound engine, but I don't know where to look at because I still don't know which is the thing that causes this lag.
Currently my game is overlaping a few textures to draw the main character. Each texture has the same number of frames.
For example, the character is drawn overlapping a frame of a "body" texture, a frame of a "helmet" texture, a frame of a "weapon" texture, etc.
With this configuration I can build a lot of combinations for the character. The player chooses a combination before the game starts.
I was wondering if overlaping all the textures in a render texture on loading screen would increase the performance. Instead of drawing 4 sprites from 4 different textures a single sprite from a render texture would be drawn.
We will fix the issue ASAP. But you are appreciated if you guys can help to test and review the codes. About how to test IPv6 compatibility can refer to the apple doc.
It is better to add a comment to the issue above if you find any problem.
I am trying to get a small PR through for an added function for the experimental webview class. This is to allow the user to stop the annoying grey over-scroll in iOS.
I have implemented the methods for ios, android, tizen, all building fine for them all, but I have had a problem with the mac build, that was passing fine for earlier commits. Later commits were just on the android / tizen files, so a bit confused as to why they are now failing for mac.
Copy/Paste from end of Jenkins mac console output: Removing tools/fbx-conv/ Removing tools/tojs/userconf.ini Removing tools/tolua/userconf.ini Removing v3-deps-93.zip Slave went offline during the build ERROR: Connection was broken: java.io.IOException: Unexpected termination of the channel at hudson.remoting.SynchronousCommandTransport$ReaderThread.run(SynchronousCommandTransport.java:50) Caused by: java.io.EOFException at java.io.ObjectInputStream$PeekInputStream.readFully(ObjectInputStream.java:2325) at java.io.ObjectInputStream$BlockDataInputStream.readShort(ObjectInputStream.java:2794) at java.io.ObjectInputStream.readStreamHeader(ObjectInputStream.java:801) at java.io.ObjectInputStream.(ObjectInputStream.java:299) at hudson.remoting.ObjectInputStreamEx.(ObjectInputStreamEx.java:48) at hudson.remoting.AbstractSynchronousByteArrayCommandTransport.read(AbstractSynchronousByteArrayCommandTransport.java:34) at hudson.remoting.SynchronousCommandTransport$ReaderThread.run(SynchronousCommandTransport.java:48)
Build step 'Execute Python script' marked build as failure An attempt to send an e-mail to empty list of recipients, ignored. Finished: FAILURE
I'm thinking of updating my OS X from Yosemite to El Capitan, are there any known issues regarding Cocos 2dx V 3.11 or Cocos Creator? Would appreciate any feedback from developers.....Thanks and God Bless....
Hi community, So I have Particle Designer in my Mac, but I usually code most of the time in my Windows Machine which has much more power for all the stuff I am working on at the time, and all my computers at the office are Windows,
Since Particle Designer only runs in a Mac, when I code on Windows I either have to login in my Mac and work on certain particle effect or I have to use the tool located at: http://particle2dx.com/ which is great, but who knows how long it will survive online.
I always wanted a Particle Designer for Windows but options are very old and limited, so I decided to Code my own solution so I can have something I can create my particles effects native in Windows, and without having to worry if it would still exist online or not, plus it is helping me to practice my C++ skills .
Anyway, once I finish it I was wondering if there would be any interest or need for it in the community? If there is any interest, I will create a link for it so you guys can give it a try and use it for your needs. It is still in a very early state, but it is fully functional already, I just have to make it a little prettier with some graphics I am working on already and I can release it most likely by the end of the week, and just add more features in the future.
Let me know, Tks.
A couple shots of it, still not completed, still have to make it better looking, but it is getting there:
For the past several months I’ve been completely disappointed in the releases for cocos2d-x. I don’t mean to disrespect the cocos2d-x team, But here are some issues that you guys need to consider. Since September 17th (approx. 8 months) there has been 3 releases of cocos2dx. The past 8 months, these releases didn’t even have major changes in them according to me. It seems to me that every release you guys focus on removing retain/release (Highlight of the Release) from cocos2d-x which is not even significant according to some other problems with cocos2d-x. On the other it is great that you have updated to chipmunk 7.0 and released support for Tizen.
1:Android performance is clearly not up to mark.
Most users of cocos2dx use it for iOS and Android. Android has major performance issues with cocos2dx that really need your attention. Unity on the other doesn’t have such major issues.
There have been countless posts on this issue, and it has yet to be addressed. Several of many are mentioned below.
1 -2:I’ve also addressed this issue a few times. Here’s one.
In this post I’ve mentioned a few things which might be causing the problem. No fix was applied to later versions.
2: Will we see full gradle support anytime soon?
3: Current 3d support, makes it near impossible to start a big game for 3d.
4: Apple tv support, Not a difficult task for you guys and a lot of people are asking for this.
There are still over 350 warnings in the code... will it remain this way? Trello: Last updated on March 17-21st. and before that Feb 22.
I use cocos2d-x 2.2.6, sdkbox-admob_v2.2.0.12_for_v2, sdkbox-chartboost_v2.2.0.12_for_v2, sdkbox-review_v2.2.0.12_for_v2
My game is rejected with below messages:
I reviewed your app, and had to reject it because it violates the malicious behavior policy. If you submitted an update, the previous version of your app is still live on Google Play.
Here’s how you can submit your app for another review:
Make the appropriate changes to your app. We determined that your app degrades a user’s device security by modifying or disabling SELinux on the device. Apps that introduce or exploit security vulnerabilities are explicitly prohibited.
Read through the Malicious Behavior policy for more details.
Make sure your app is compliant with all other policies listed in the Developer Program Policies. Remember that additional enforcement could occur if there are further policy issues with your apps.
Sign in to your Developer Console and submit the modified, policy compliant APK. Make sure to increment the version number of the APK.
I am trying for a long time to finish a clone of the game brick breaker. I am having trouble with the speed of my ball, I searched all over the internet and could not get the desirable solution. All I want is to make the ball move in constant velocity for all over the time without any changes.
I have a completed cocos2d-iphone game. I'm looking to port to Android. I've heard good things about Lua, but I'm struggling to find out what the current state of Lua support is in cocos2d-x. I've downloaded the cocos2d-x package and followed the installation instructions. cpp-tests is building successfully. I've looked around for the IDE called Code but it looks like that is no longer the best choice. I've seen forum posts that suggest I should download the cocos package and that will include Cocos Studio which supports Lua development. Is that right? Is that what people use? Should I delete what I've already downloaded?
I also cannot find Lua API documentation, only C++ JS. It makes me wonder whether Lua is a serious option.
I want to implement pause and resume in my game, but it seems, i can't find a proper way in cocos v3.0. Actually i've found some way in for and google but most of it using oldest version of cocos and how to implement in cocos button newest version. If anyone has an solution method of pausing the game that'd be great.
I've been having lot of fun with particle effects. I have a cinematic scene where a book drops on a table, I want to display a little dust when the book hits the table. Can someone please point me to a good starting point with the particle system?