Cocos-2dx JS can't load scene from JSON file with version 3.10.0.0 - json

I'm using Cocos-2dx JS for a game project. The Cocos version I use is 3.10. To create the GUIs of my game, I used Cocos Studio and then I generate JSON file of said scene using Cocos Studio. However, the generated JSON file version is 3.10.0.0, and when I compile my project, it got the error "JSON is undefined". When I changed the version attribute of the JSON file to 2.1.0.0, the project run without a problem. Anyone has experienced same error can explain why this happens and how to fix it? Thank you very much.

I found a simple solution that works well for me. All you need to do is go to the Cocos Studio project folder and open YourProjectName.cfg. Find two lines that look something like below.
<CreateFrameworkVersion Value="cocos2d-x-3.10.0.0" />
<CurrentFrameworkVersion Value="cocos2d-x-3.10.0.0" />
Modify the value of CreateFrameworkVersion and CurrentFrameworkVersion to "cocos2d-x-2.10". Then, save it. Now, whenever you publish the project, the JSON file version will be 2.10.
Remember you have to close your Cocos Studio project first.

Related

Android Studio Gradle error: Missing project_info object

basically opening this question again because the answer is outdated, as the link now redirects to Firebase:
Gradle fails building with "Missing project_info object"
I want to attach the google-services.json file to my Android Studio project, and every time I try to download it from the developers API from Google, it gives me a json file with a large name that does't correspond to the tutorial's simple "google-services" and renaming it won't work because of this error.
Downloading it creating a new project doesn't seem possible for me now as it the page gives me another error when I click Configure a Project (I already did that before but left the project there without downloading the json file directly from there, which seems to be the problem).
Where can I safely get this file, and should I rename it or? Thanks in advance.
Apparently the solution is just following the link and creating the project with Firebase:
Then create or select a project and fill it with your app data that shoul look like this (the SHA-1 key should be found in your console log when clicking the button in the image:
Then add the lines of code that should be in your build.gradle(app level one and project level one), editing them with notepadd. Finally you need to sync these Gradle files, in Android Studio : File->Sync project with Gradle Files
The tutorial is very self explatanory, but for beginners like me, this could help.

error CS2001: Helpers.deps.json could not be found

I create a new ASP.NET Core Web Application project. I have not made any changes to the code. I click on Run and I get the following error:
~\documents\visual studio 2015\Projects\Tag Helpers\src\Tag Helpers\error CS2001: Source file '~\documents\visual studio 2015\Projects\Tag Helpers\src\Tag Helpers\Helpers.deps.json' could not be found. Tag Helpers C:\Program Files (x86)\MSBuild\Microsoft\VisualStudio\v14.0\DotNet\Microsoft.DotNet.Common.Targets 262
File: Microsoft.DotNet.Common.Targets
I am using Visual Studio 2015 for Web. All of my previous projects are running fine. It's just that whenever I try to create a new project, I am getting this error. I have no idea why this error is coming. I also don't know what else to put here which could help get more idea on the problem.
This might seem silly, but what I did was to completely close this solution/project and open a new one. I think the files had not loaded properly the first time I created the project.
I can be wrong, but this worked for me.

cocos2d-x Get data from file (xxx.ccbi) failed

Anyone has the same trouble?It happpens when i want to load the ccbi file into the cocos2d-x project.I have debuged it .The resources path is correct.Maybe it's the version problem of cocosbuilde...Any help appreciated.
i just code as below ,here is the code link:
http://www.plungeinteractive.com/blog/2012/12/26/cocosbuilder-and-cocos2d-x-helloworld-example/
May be it's because of version incompatibility between CocosBuilder and CCBReader as you said. If it is check your log for confirmation.
In XCode if we do folder references for new files sometimes it doesn't includes it properly on next Build. Clear and Rebuilding solves this.
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How to setup limeJS in a totally offline workspace

I'm trying to setup limeJS, the issue is the Internet connection is a problem. I had closure library, box2d, closure compiler and closure templates downloaded separately as .rar files, but I can't find a guide anywhere to set it up like this, everyone just uses(and with reason!!!) the python bin/lime.py init command to get it working. I managed to figure out(yay!) how to setup box2d and closure library but what about the other two?
My laptop is running 64 bits Windows 7. Any help appreciated
All I need is an advice on directory structure, like where to drop the compiler.jar and soy templates .js files, so that when I run the update/create command it doesn't try to download the compiler or templates like it does right now.
I got it working, after taking a quick look at the lime.py file it told me everything I needed, for example both the SoyJs templates file and the compiler need to be in the /path/to/lime/bin/external folder and for example, the lime.py file was expecting a compiler file named compiler-dateOfLatestCompiler.jar instead of compiler.jar.
In general, If you have LimeJS built up in one machine using Python and all, you can just copy paste the whole package anywhere you want and use it just as ususal.
You don't need network once you have all the files/codes for Lime is downloaded.
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Getting Type not found error implementing source in as3

I am trying to just compile and run the demos from this article:
Flash talks to max msp via osc
I am using Flash Develop and Flex SDK with an up to date version of air.
When I run the demo: "as3_MaxFlashHarmony" I get an error I don't know how to fix. The source for the entire project is here:
the project
But specifically the error I am getting says:
col: 30 Error: Type was not found or was not a compile-time constant: OSCMessage.
here is the as3 file that it is specifically referencing:
//IHarmonyApp.as
package
{
import org.tuio.osc.OSCMessage;
public interface IHarmonyApp
{
function updateOSCData(msg:OSCMessage):void;
}
}
It uses the libraries Tuio, MinimalComps, and MonsterDebugger. The thing I don't get is that how can it not find OSCMessage if OSCMessage is properly imported? the IDE is making fine references to it and I can open it's declaration. OSCMessage is a public class. I don't get it.
To give some extra info for potential answers, the IDE flashdevelop can find the library org.tuio.osc.OSCMessage just fine, it gives the error regardless of if org.tuio... is a source path or not, and the overall path does not contain any special characters. I don't know if that might matter, but I feel like this is me making a stupid mistake somewhere. I can provide my project zipped if need be.
Thanks!
Edit 9:48, 8/25/12
I do have the file path org/tuio/osc/OSCMessage.as in my project, and the file OSCMessage exists. FlashDevelop can find it just fine and I can navigate to declaration at that location. This is why I got stumped.
Thanks again
In your AS3 folder apart of your de folder you would need to have org folder with relevant folders and classes.
For example to import org.tuio.osc.OSCMessage you would need a file:
../YourPackageRoot/org/tuio/osc/OSCMessage.as
The other way is including a SWC file (all folders and classes zipped into one swc file).
You can include the swc file in FlashDevelop by right clicking the swc file and selecting Add To Library