Big TiledMap shows black tiles with Cocos Creator - cocos2d-x

I have made a big TiledMap with Tiled tool. The map is 50x500 tiles. Each tile is 48x48 pixel.
I use "Camera" technique to follow the player on the map.
However I can see only 70% of tiles. Other tiles on the map appears black.
Is the number of tiles rendered by Cocos Creator limited?
Do I need to split the map into multiple parts?
Thanks

Related

Background image to Tiles

I'm using tiled map editor and libgdx to create a game, I have a vector based image that was included in the package I bought for my sprites, when I use the image in tiledmap editor the game does not run so I thought that the best think to do was to create a tile set based off my image, which I did in Photoshop, I used the slice tool saved it for web as png and ended up with 890 tiles each one 168 by 168 but when I put even 1 single tile of my new set in my game it does not run and when I take it off it does run.
How do I convert my image in a tile set which can be used in tiled map editor to be used with libgdx?

Is there a way to repeat a tiled map with libgdx

Is there a built in way to make libgdx map renderer repeat the map at the edges?
I.e., at the very far edge, start drawing the leftmostpart all over again, and so on.
thanks in advance

Resizing KineticJS stage

I created markers with custom html for my bing map (doesn't matter if is was google maps). The new marker contains kinetic js stage that contains layers interactive to the user. everything is working just fine except that now I want to resize my marker when my map zooms out or in. I want to give my marker max and min sizes and it should change it's size when map is zoomed in or out.
I'm not getting any idea how I can resize my kineticjs canvas.
If I'm understanding correctly, you should be able to handle that by simply changing the scale of the stage.
stage.scale({x: newXScale, y: newYScale})
http://kineticjs.com/docs/Kinetic.Stage.html#scale

Can we determine where a Live Tile was tapped?

I was curious if it's possible to determine, in Windows Phone 8, where in the area of a Live Tile was a tap made. So if a Live-Tile is tapped in the lower right, would we be able to somehow determine this when it passes it's function to the app? Such as maybe x,y pos, or color, offset, any info at all?
The only information the OS gives you about the tile that was tapped is the URL that is associated to it. While it allows you to guess which tile was tapped, it doesn't give any relevant information about how the tile was tapped.
One workaround could be to use small tiles. You can simulate one medium tile by creating 4 small tiles, and you will be able to know which one of the four was tapped.

Libgdx tile map drawing wrong tiles

I'm trying to make a tile map in libgdx. I have made all the tile images and used TexturePacker2 to pack them. When I load the game, it is rendering the map but using the wrong tiles. It appears to be using column first indexing while Tiled Map Editor is using row first.
For example, my packed tile image is a 5x5 grid. I used the tile at the 3rd row, 5th column (saves as 15) in the editor and then libgdx has used the tile at the 5th row, 3rd column.
What am i doing wrong?
The indexes in the packfile we all wrong. I'm not sure why they were wrong but I manually corrected them so that the tile in the top left was index: 0 and to the right of that was 1 and so on up to 24 in the bottom right.
My map draws correctly now.