How to change helloworld project to my own in cocos2dx for windows phone 8 - windows-phone-8

I am creating a cocos2dx game and i want to give it my own name and image path (mygame.exe). How do i do that? if i go and just change the image path in .xml file it builds the project but doesnt launch it on my device

Not quite sure what you mean by "image path". I wouldn't suggest messing with the project file though for this matter. You can change the image icon and tile in the WMAppManifest.xml by simply browsing for the image you want. In fact you can also change the "display name" of the app there as well. But you can change the entire projects name by renaming the project in the solution explorer.
EDIT
Sorry, in my hastiness I overlooked the fact that you are using a cocos2dx template. If the problem is the project does not launch try deploying it manually. Also try renaming the game in the solution explorer then change it in the manifest.

Related

Cant access an image in a folder SAILS Js

Now I am working in a half completed project built using angular js and Sails js. In this,recently the profile pics are stored in the folder ../asstes/images/profilepics/.. .jpg. Now I created a new folder called 'Thumb' inside the profilepics folder with the thumbnails of image in profilepics folder.So in the project, Now I am taking images from Thumb folder.But is is not get accessed. When I take inspect element from my web page I got the link as
http://192.168.1.75:9002/images/profilePics/Thumb/46323c0b-c75a-431e-9bff-c1f61de0bcb5.jpg
But not dispalying the image. I copied this link to browser, browser shows error 404. why it happens so?.Any permission issue or something like that?.If I take pic directly from profile pics, it works fine. plzz help
I am not sure but a adress can not be http://192.168.example.something:numbers/youknow/
It happens because you have to sails lift again so you new images and folders become available to Sails. #sulu666

App manifest references the image which does not have a candidate in the main package error in windows phone 8.1

I am just creating app package and got the following error
Need help how to resolve this.
In my case it had to do with the default app scale, as outlined in this blog post:
It appears that the default scale has changed [from 100%] to 200%. OK. Fine.
And? Why does that matter?
It matters because the main app package contains resources for
whatever the default scale is. And for UWP, the default is 200. Since
I use app bundles, my Logo-100.png ended up in a satellite app
package, and the main package does not have any logo (since I didn't
provide the default 200). Hence, my app would not be installable on a
system that requires scale-200.
When I renamed the file to Logo.png, the editor complained because it
assumed that images without qualifiers were in the default scale
(200), and my logo didn't have the correct dimensions for that scale.
There is an explanation for this in the , but it is a
little buried:
"The default asset scale for Universal Windows apps is 200. If your
project includes assets not scaled at 200, you will need to add a
<UapDefaultAssetScale> element with the value of the scale of your
assets to this PropertyGroup. Learn more about assets and scales."
So what you need to do is either change your images to the correct scale and rename their suffix accordingly (e.g. scale-200), or change the default scale by opening the .csproj file in a text editor and following the instructions in the porting article linked in said blog post:
Find the <PropertyGroup> element that contains the
<TargetPlatformVersion> element. Do the
following steps for this <PropertyGroup> element
The default asset scale for Universal Windows apps is 200. If your
project includes assets not scaled at 200, you will need to add a
element with the value of the scale of your
assets to this PropertyGroup. Learn more about assets and scales. Now
your element should look similar to this example:
<PropertyGroup>
…
<TargetPlatformVersion>10.0.10240.0</TargetPlatformVersion>
…
<UapDefaultAssetScale>100</UapDefaultAssetScale>
…
</PropertyGroup>
I resolved it by removing .scale-100 for your Logos name.This works for me.
I resolved this by making sure I had separate image files for all scale sizes. (ie. .scale-100, .scale-140, .scale-240)
The default size is Scale 200. If you didn't include that image, Visual Studio notifies you of this. So include an image asset for Scale 200
I was able to solve this by ending the laziness. Delete all the images that you had setup, START COMPLETELY OVER, re-assign ALL images - all 3 images for each row- set them all. That's the only way you'll know for sure that you're good to go.
I solved the problem by changing the name of the logo in the AppManifest.
For example, if you had the error on the Store Logo in the Appmanifest ==> Store Logo ==> Store Logo : Assets/Store-Logo
Change it to Assets/Store-Logoooo
then also change Store Images in the main app.
For everyone.
From unity remove all windows icons (PLayer settings/Windows/Icons). [important]
Will problem
In Unity. Add Splash screens for windows [important]
In Visual Studio - generate manifest all images from standard tool. [important]
If you already have "Assets" folder - remove; And generate.
It only works like this.
In some case the solution of renaming the images in the assets folder doesn't work out.
In that case, you should set the "Generate App Bundle" option at "Never" and continue normally with the rest of the packaging procedure.
Though this is not a permanent solution, it is a good work-around and is pretty useful if you don't necessarily want App bundles for reducing size.
Sources : Personal experience of solving this error and searching the solution on-line and finding that it worked for other users as well : https://social.msdn.microsoft.com/Forums/en-US/3857fb9d-dbd5-4eb8-aa75-fe4c47f26875/wp81-universal-error-image-does-not-have-a-candidate-in-main-app-package-while-creating-a-package?forum=WindowsPhonePreviewSDK
Visual Studio 2022 (for a desktop app): added all images the required sizes, and still got this message. Solved it by first generating all images from a base image, using the "Generate" button. Then replaced the (awful and mis-scaled) results with my own versions. Then it worked. Apparently the form that allows you to add the images is not complete, or has a mismatch with what is actually required. First using the generate option circumvents trouble.

Chromium Browser Branding

I've been struggling all day trying to build Chromium and understand how branding works, but no luck with the later one.
The question is: how can I change the application name, logo and default search engine in the source files of Chromium ?
Got it:
On Chromium dev by James Atkinson
How to change Chromium app name and logo?
"What is the right place to change Chromium application name, program
title, .exe file name, and logo image. I guess there is place in
source code for windows, where it could be changed centralized for
whole project?"
There isn't a centralized place to change all at once. I'll advise you to go through .grd files search for .ico file an look at resources folder under chrome/browser/ it will give you a good start.
There are actually more places needs to be changed and I didn't found any doc describing the process.
There are some branding constants which are in the source itself, Like the folder name under app data which is embedded inside the code itself.

Problems using 'FDT Font Library' generated .swc in FlashBuilder4

I'm working on a AS3/AIR based project, I'm using FDT5 as main tool, but in order to work properly with the other members of my team I need to deploy the AIR in FlashBuilder4.
I used the powerfull FDTFontLibrary tool provided with FDT5 to collect the fonts I need in a swc file. Everything works fine, unless I get back to FlashBuilder where a lot of error like this showup: Description Resource Path Location Type
1044: Interface method addPreloadedRSL in namespace mx.core:IFlexModuleFactory not implemented by class _IndesitMI_mx_managers_SystemManager. IndesitMI line 23 Flex Problem
Does anyone have knowledge of limits of tricks that need to be done to have it working properly?
Thanks!
It's hard to say exactly what the issue is; however, it seems it's related to either the AIR runtime you're targeting and/or the SDK you're using. To fix this, make sure you're targeting the latest AIR (3.1+) and Flex SDK (4.6).
I also commented out the instantiation of the Font library.
I loaded your FB 4 project into FB 4.6 and it would not work at all (without the font library). I tried a few different things, such as creating a new description.xml, but it still would not compile. This is likely because of some settings in some of hidden the dot (.) files.
Instead I created a blank project in Flash Builder 4.6 and then loaded the font SWC you created via FDT. The font SWC works fine.
It seems to me that the issue is not the Font SWC or FDT, but rather related to the AIR or Flex SDK you're using, or the instantiation of the font library.
See it working in Flash Builder 4.6 below:

Browse for file to use in packaged Chrome Web App

How do I access a file chosen by the user from the filesystem in a (packaged) Chrome Web App?
I am writing an image manipulator app, and need to draw the contents of a selected file in a <canvas> element.
Is this possible, and if so, how?
If you want to access Chrome's file system APIs, you first need to add permissions in the manifest. Just add "fileSystem" (with the quotes) to the permissions list.
To select the file, you can use drag-n-drop (read in the link above) or the supercommon file chooser (with an <input type="file">).
Also, you can load an image into a canvas with canvas.drawImage. Is that simple, just set the image path, type x and y coordinates of the image and you're ready to go!
P. S.: Sorry by answering too late! I've just seen the post... :/