My LibGdx 1.1.0 not working? - libgdx

I Recently downloaded 1.1.0 version of libgdx that was near about 54 MB.
When I run gdx-setup.jar it again downloads from gradle.
When my Internet is disconnected if fails, why?
How to use downloaded files? Do I need to download every-time I create a project?

Your gdx-setup-jar is programmed to download libgdx each time you create a project, and does not search your computer for libgdx and I do not believe there is an easy way to get past that. You can import your project into your IDE once you have set it up with the gradle plugin. Here are some links that should help you install the gradle plugin.
Eclipse Gradle
Intellij IDEA Gradle
NetBeans Gradle
Installing Gradle With the Commandline
I hope this answer was helpful :)

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I've built my own Electron binaries. I've put those binaries into ./node_modules/electron/dist. Everything works fine when running the app with npm start from the development environment, but when packaging the app with electron-builder, Electron lacks that functionality that I added. It looks like electron-builder does not take whats in node_modules/electron when packaging an app.
Can somebody tell how I can use own Electron binaries with electron-builder?
It can be achieved by using the electronDist property in the electron-builder's build section of package.json.

Tween Engine library problems on Android libgdx project

This is the same problem I have read and no useful answer found,
I have libgdx, and tween engine progect,i'm working with eclipse,
I use this tutorial to install tween engine Uneversal Tween Engine
all ok, no errors, I use FileTree Dependency Method, the program run on desktop but not on android, there is no erros on the code,I
I import the project with Android studio, and the erros are
Error:(14, 33) error: package aurelienribon.tweenengine does not exist
Error:(25, 10) error: cannot find symbol class TweenManager
etc...
my project is at
C:\NovelaGrafica\codigoFonte
my tween jar files are located at
C:\NovelaGrafica\codigoFonte\libs\tween-engine-api-6.3.3
the main problens is on using the tween library,
WHAT CAN I DO,??? I have spend day looking for answers but nothing works
I'm using windows 10, eclipse Mars and android studio
HELP PLEASE!..........:(
I Finaly got it I just folow that tutorial Universal-Tween-Engine
with a difrence, at the end I didnt use gradlew --refresh-dependencies I use, and that is the importante point gradlew.bat eclipse I'm using windows10 if you are using linux I think is somethin similar probably ./gradlew eclipse
them I Close the eclipse project and import it again, this is important too
I spend 2 day for finding a solution to this ....

Unable to Configure cordova package in Visual studio

I am just starting learning "Build 2D games with HTML5" from MVA and in starting i had a problem to configure my visual studio
Here is the link of that package Cordova-Windows package
The instructor shows that the Cordova windows package 3.5.0 contains CreateTemplates.bat file but it didn't work for me
i came up with this problem i dont know how to overcome this,
when i clicked the createTemplates.bat file its popup and off nothing happends so i try to open it up using command prompt and i get this errors , How to overcome?
what should i do now , your help would be highly appreciable !
You should use be using the Cordova CLI for your command line workflow for building Cordova Apps. For Cordova, more information is available here. If you want to use VS, then I strongly urge you to install our VS 2015 RC build which enables you to build Cordova applications for iOS, Android and Windows. More information for VS, is available here.

Android Platform Guide trouble with adding a platform through the command line

I am following the installation guide: http://cordova.apache.org/docs/en/3.0.0/guide_platforms_android_index.md.html#Android%20Platform%20Guide
As aa early info this is my issue.
C:\apps\hello>cordova platform add android
[Error: An error occured during creation of android sub-project.
Creating Cordova project for the Android platform:
Command failed to execute : ant jar
This is what i did:
I installed all Java Dev packages (everything)
I installed Apache ANT, and created the environment variables (they work)
I created environment variables for PATH for the adt-bundle
All i want is to
cordova platform add android
cordova emulate android
This is due to ANT tools could not find tools.jar in JRE lib directory. When I copied tools.jar from JDK lib directory to JRE lib directory, the problem was absolutely solved and the build was successful when I ran the command "cordova -d platform add android". Hope this helps you.
I got the same issue today. upon research I found that I need to install JDK instead of JRE.
Install JDK from this link
After installation, set the JAVA_HOME to C:\Program Files\Java\jdk1.7.0_45 [your JDK Path].
Hope this helps!!
I installed the JRE instead of the JDK... Im no expert on Java installations, but this was my error.

Using travis-ci.org with a pure as3 project

Does anyone know if it is possible to use travis-ci.org for a pure-as3 project (using FlexUnit) ?
Thanks.
This GitHub Travis-CI ActionScript Demo project is a great starting place to get up and running with UnitTesting a Flash project with Travis-CI.
Much like in FlashBuilder the UnitTest suites and libraries are utilizing Flex; however, your project can be 'pure-as3' project. The demo utilizes OSX Travis worker. The Flash Player will be downloaded from the Adobe website at runtime. All build dependencies (flex sdk, flex unit) will be resolved by Maven with flex-mojos
Many of the Flex-Mojos resources are drying up; however, if you are utilizing the Apache-FlexSDK's you'll want to look here for the latest version.
We do not have built in support for ActionScript, but if it's possible to run on Ubuntu, then it should be possible to test on Travis.
You can install any dependencies as part of the build process with apt-get:
before_install:
- sudo apt-get -qq update
- sudo apt-get -qq install some-package another-package
Looking at the FlexUnit docs, it looks like you need a frame buffer available. You may have some luck using xvfb. We have some docs on that, although aimed towards browsers, it may work for you too.