Run existing Cocos2d-x project in Android - cocos2d-x

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)

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What's the best way to integrate Facebook SDK in cross platform libGDX project?

Till now I haven't found clarity on how to integrate 3rd party services in a libGDX project.
My project targets Android and iOS both the platforms.
Can someone tell me the best ways to do that?
You can try https://github.com/TomGrill/gdx-facebook or write your own platform specific code https://github.com/libgdx/libgdx/wiki/Interfacing-with-platform-specific-code

Can I read iBeacon data using AS3/Air?

I am wanting to develop a simple micro location app using iBeacons (just arrived today...how exciting). I have zero experience coding native in iOS and Android however have developed several apps using AS3/Air so I was wondering if there is a way to receive the beacon data using AS3?
I know there is a Bluetooth ANE for Android (which is not production ready) but was hoping someone knew of an iOS and Android ANE.
Happy to pay someone to create one for me if possible!
To my knowledge, nobody has built a ANE wrapper for the Android iBeacon Library or for the iOS CoreLocaton APIs. There is an iOS wrapper and an Android wrapper for Xamarin (another cross-platform development framework), and I have been approached by folks interested in building an Android wrapper for the Basic4Android.
An ANE wrapper would be an interesting addition, so if anyone experienced with building them is interested in working on this, I would be happy to help on either the Android or iOS side.
Full disclosure: I am the primary author of the Android iBeacon Library.
I've just found iBeacon ANE on this site http://www.caffaware.com/archives/469
Good job! ;-)
If anybody is still looking, a free ANE can be found here:
http://www.as3gamegears.com/air-native-extension/ibeacon/

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.

Does mvvmcross support windows phone 8?

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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

iOS development with new AIR 2.6

I've just read AIR 2.6 release notes:
http://blogs.adobe.com/cantrell/archives/2011/03/everything-new-in-adobe-air-2-6.html
Did I understood correctly that On-device debugging over USB is implemented only for Android OS?
What is the simpliest way to port my air app to iOS? Can someone provide a step-by-step tutorial on how to deal with it?
thank you in advance!
You should check out Renaun's blog about this topic, it's really great, and using the sample project makes very easy to understand and adopt the approaches.
The debugging part is a bit tricky, for it to get work i found the following sites helpful:
Corlan's blog
Debugging a mobile AIR application