all!
I have some example files (csb) from Cocos2d Studio.
I want to run them on cocos2d-xna framework, but it requires only compiled files (ccbi).
How can I compile or conver csb under Windows or run sprite from csb file :)
Thanks!
Related
I've been tasked with porting a MacOS project to Windows 10.
It consists of modified Cocos2dx library which is built as a part of the the project. The library contains several objective-c++ files, so I'm forced to use LLVM.
However, LLVM doesn't come with standard c++ library which Cocos2dx uses. I've tried pointing to MinGW include directory, I've tried installing Visual Studio and pointing to it's STL include folder, but there was always something missing.
How do I properly include STL in my project? Where do I get it?
I ended up installing Visual Studio with Win10 SDK. I then used win32-clang-msvc mkspec. The STL was included with Win10 SDK.
I have to develop in a windows environment. Unfortunately naclports was not able to compile libs on windows therefore i had to do that on a linux machine. Now i have a shared folder nacl_sdk_linux and am wondering how to extract the compiled libs and copy them to my windows nacl_sdk?
Native Client compiled files are the same on every OS, so you should just be able to copy any object/bitcode, archive, or shared library file built on Linux to a Windows machine and use it. If you have a whole directory you can probably just copy that.
How can I create the C++ project and create the js project using the same console?
I download cocos2d-x 3.6 for cpp and cocos2d-js 3.6.1 for js support and had extracted the zip and run
setup.py contained in both.
But , When i run the command
C:/>cocos new myJsGame -l cpp
It gives the error:
Fatal: can't find any template for language in C:\cocos2d-js v3.6.1\templates
You can specify the path of cocos2d-x by argument '-e'.
I Know that for using cpp support i must specify the cocos2d-x path for cpp which i had downloaded.
But is there any way by which i could use both cpp and js in console without specifying the path always when creating a new cocos project.
copy cpp-template-default and cocos2dx_files.json from cocos2d-x v3.6/templates to cocos2d-js v3.6.1/templates.
i tried,and it works.
cocos new -l js should create a new JS project with also the JS-bindings for Android and windows, including C++ sources.
I am trying to port an open source library to WinRT.
In original setup few projects would compile to form .exe which were then called by a makefile using NMAKE. These .exe used to prepare a data .dll from .txt(raw data files).
Now for porting i have converted all the exe projects into winRT apps. This is did by adding Package.appxmanifest files and assests folder. Also making changes in project settings of all the exe.
In the configuration manager, I have checked the option to deploy after building for all these apps. Now i need to call these exe. How to do this?
Please help.
Using Flash Builder 4.6, I exported an Adobe Air file from my mobile project.
I'm trying to get it packaged into an EXE (that would include the Adobe Air Runtime)
The project was compiled with Air 3.1. I looked online and there are some ADT commands that people recommend using but the problem is that the command throws errors in Air 3.1
If i use air 3.0 ADT:
AIR file at [app path]/app.air could not be converted.
The error was ""
If I use air 3.1 or air 3.2 sdk
SDK is missing file [my path to air]\lib\nai\bin\naip.exe
I'm running
java -jar [path to air]\lib\adt.jar" -package -target native app.dmg app.air
I've also tried
java -jar [path to air]\lib\adt.jar" -package -target native app.exe app.air
I've also looked into projects like this one: http://bishoponvsto.wordpress.com/2010/02/23/adobe-air-2beta-2-to-exe-packaging-air-app-in-windows-executable/ , but it is for Air 2.0.
Any ideas? Apparently there is an integrated Flash Builder 4.6 tool, but for some reason the option under export release doesn't exist for mobile projects - strange...
Why do you want to do this? Air files -- when exported for a specific platform -- are executables.
If you are looking for an "installer" that will create directories, run the Air installation, and move auxiliary files to specific locations (docs, icons, etc.), then try Inno Setup.
EDIT:
The code you provided works for me to create a Windows EXE. But it seems a bit unecessary . . . why not just export the EXE file from Flash Builder ("Export Release Build" button in the top toolbar)? If you can't or won't, then here are some suggestions:
I am using Java version 1.6.0_29. Make sure your Java is not only up to date, but that you are actually calling the correct version (java -version).
Check the JAR directory text carefully .
Check that you are actually calling to the right Air version.
Make sure that the quotation marks are on both sides of the JAR path.
You should be able to do a "Export Release Build" (though I am using FB 4.5). Instead of selecting "Export as: Signed packages for each target platform", select "Export as: Signed AIR packages for installation on the desktop". (You may have to create a certificate, but you can create one through this export feature, too.)
(If you happen to be able to use the Flash IDE, the exported Air file has to support both "Desktop" and "Extended Desktop".)
Hopefully, this will allow you to both produce an Air program that can be converted to EXE, and actually convert it using the command line.
I know this question is a little old, but a co-worker just ran into the same error message using the command line tools and FlashDevelop. It turns out that he was accidentally packaging some source files into the .air package, an extra copy of the app descriptor and one of the swc's was getting packaged in the .air file. I removed those and repackaged the .air file, then used this command:
adt.bat -package -target bundle kiosk kiosk.air
This successfully created a captive runtime exe. Of course there's no need to create a .air file first, you can package right to native or captive runtime, but since my co-worker was creating .air files I did it that way too just to be sure it would work.