Is it possible to upgrade IOS project from Cocos2d-x v2.1.4 to v2.2.6 - cocos2d-x

My game was written in C++ cocos2d-x v2.1.4 years ago.
However, according to Apple, beginning on February 1, 2015 new iOS apps submitted to the App Store must include 64-bit support.
As Cocos2d-x v2.2.6 support the 64 bit, I would like to upgrade my cocos2d-x framework from 2.1.4 to 2.2.6.
If it is possible, please kindly provide me some steps in doing so. Thank you

Yes, it is possible and it is an easy task :)
You just have to create new cocos 2.2.6 project and move resources from the 2.1.4 version project. Next setup icons, splashscreen and others and compile.
As far as I remember the only minor change in API is change from:
object.numberOfRunningActions()
to
object.getNumberOfRunningActions()

Related

Run existing Cocos2d-x project in Android

I am staring cocos2d-x development.
I have made one demo cocos2d-x project in xcode using cocos2d-x template. Now i want to use that existing project for android. How can i use that existing project for android? Can Anyone please guide me or give some link for this issue ? any kind of guidance will be helpful.
You can follow this beautiful Tutorial : http://www.raywenderlich.com/33750/cocos2d-x-tutorial-for-ios-and-android-getting-started
shaqir saiyed gave a great advice with
paralaxer.com/cocos2d-x-project-setup
But I would suggest to use Copying Method of that article! It will help you to achieve not only android but others platforms as well.
What you need is Android NDK , Android SDK and Eclipse properly installed on your MAC (g)

How to develop cocos2d-x game for android & iphone?

I want to develop an cocos2d-x game for android & iphone. I don't know from were to start my development. I know there is an template available for iphone, but after creating it on iphone how build it for android platform?
And what if i want to develop game form the eclipse itself rather then developing on iPhone and then migrating to android
I had already tried various tutorials of ray wenderlich, tutorial on cocos2d-x.org, http://paralaxer.com/cocos2d-x-project-setup/, http://www.multigesture.net/articles/how-to-setup-cocos2d-x-windows-and-android/, http://www.jesusbosch.com/2012/06/how-to-set-up-android-and-win32-cocos2d.html, http://gameit.ro/2012/01/creating-an-iphone-and-android-cocos2d-x-hybrid-project-updated/
From all of the above tutorials i am not able to get any proper solution.
Also tell me should i have to develop(code) on iPhone and then build for android?
Thank You in advance
simple :
-> Framework : cocos2d-X
-> Editor : Xcode
-> Language : C++
once you complete your Game for iphone then You can port your this game to any platform like Android or Windows. you already have all useful links . still follow this :
Setting_up_Android_Development_Environment_on_Mac_OSX :
http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Setting_up_Android_Development_Environment_on_Mac_OSX
How to port your project to win32,iPhone and Android
http://www.cocos2d-x.org/boards/6/topics/3001
Integrate Cocos2d-x (C++) into an Android application (Java)
http://jpsarda.tumblr.com/post/26000816688/integrate-cocos2d-x-c-into-an-android-application
-> You just have to convert this native code using some JNI or say NDK .
-> using Cocos2d-x u can Develop games on Windows, Mac OS and Linux .
Personally if you are deploying to multiple platforms your best bet is to use a gaming engine. Currently Unity3D, UDK, and newly released Havok's Anarchy Engine supports deployment to these platforms and more. This way you can develop once and deploy to multiple locations. Cost is free for Havok, UDK if you are a small company, and I believe Unity3D now has free licensing to iOS and Android for their non-Pro versions.
I think going this route is far more promising than using cocos2d
The method I use is to use the templates for both iOS and Android that create projects for Xcode and Eclipse respectively. When you have this, you remove the Classes and Resources folders in for example the Eclipse project and replace those folders with links to the Xcode folders Classes and Resources.
What you now have is two projects, one for iOS and one for Android, that both use the same C++ code and resources. You can now choose which of Xcode and Eclipse that you prefer to use when developing and just switch to the other to compile for that platform and do testing and releasing there.
Hope that helps. :)
Look in cocos2d-x folder under /tools/project-creator/create-project.py , you should run that and it will create project for many platforms already set-up and from there you can just code in XCode, and platforms will share same source code.

VS 2012 HTML5 JS project in Windows 7

I have a new dilemma. I have been tasked with looking into moving our Silverlight project into an HTML5 project. Nice!
Well, I downloaded the sample solution from the link below and tried to load it into VS 2012. The Services project loaded fine, but the DataBinding project (a JS project I believe) did not load. The reason stated I need Windows 8 or higher. I currently have Windows 7 SP 1 (64 bit).
Is there a setting or configuration I need to modify to allow this type of project to load? I appreciate any and all input on this. Thanks!
http://code.msdn.microsoft.com/windowsapps/Accessing-WCF-in-HTML5-and-0d247ef8
The project is using WinJS which makes calls into Windows 8.
https://stackoverflow.com/a/7437563/2249535
You can always open up the files individually and replace WinJS calls with jQuery calls but would still need to use a different project type to open in Visual Studio

MVVMCross Vee Three Solution

This could be a really dumb question, but I just can't seem to open the v3 solution file.
I experienced something similar on the vNext, but after an hour or so it resolved itself and seem to set itself up ok for future access. This v3 has been running overnight and still not loaded.
Any suggestions?
Thanks
Lee
Really you need to supply more information - what operating system are you on? Which development environment(s)? Which SDKs do you have installed?
V3 is currently being developed in Xamarin Studio (v4.0.2) on the Mac for iOS and on a custom build of Xamarin iOS and Droid plugged into VS2012 Ultimate on the PC - with WP7.1 and WP8 SDKs both installed, and with resharper (and a smattering of other code too)
I've checked in a lot of code in the last 24 hours - so it's worth getting the latest again from source control and seeing if that helps.
If it doesn't then is there any more information published to the output windows about what is going wrong? I've personally had a lot of problems and a lot of wasted time with the Xamarin plugins in VS2012 - the activation modules are a nightmare (which is why I have a custom build currently installed)

Does mvvmcross support windows phone 8?

I'm working my way through the MMVMCross Tip Calculator tutorial.
Got an Android instance up and running and have now turned my attention to Windows Phone 8.
So far, I can't find the Cirrious.MvvmCross.Plugins.Json assembly in the WindowsPhone bin folder, and I'm also having issues with the CreateApp() method not being able to resolve the Core.App class (there are a bunch of suggestions for chasing down the Core namespace but none of them have an App class inside that I can see).
When I comb through the docs it seems WP7 is supported explicitly, but no mention of 8. Anybody have any luck getting this scenario going? Is there a hack I'm missing?
After installing the Nuget package (The HotTuna Startup) in an Andriod project, I was unable to build and was getting the same problem in the CreateApp() where Core is not resolved. I had missed adding the package MVVMCross.Core and MvvmCross - Hot Tuna Libraries (which added the app.cs) to my core PCL library. Those Nuget packages are a great way to get started!
It's obvious now, but maybe this will help someone else.
Yes, Windows Phone 8 is supported, but there's no specific extensions for WP8 yet (e.g. we still use the Community C# SQLite code)
The Core.App class should be in your Core/application project. e.g. in the tutorial it's in https://github.com/slodge/MvvmCross/tree/vnext/Sample%20-%20Tutorial/Tutorial/Tutorial.Core