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891124 Posts in 33523 Topics- by 24768 Members - Latest Member: Stome

June 18, 2013, 11:52:01 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Any Cocos2d-x dev in the room?
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Author Topic: Any Cocos2d-x dev in the room?  (Read 651 times)
pakoito
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« on: March 11, 2012, 03:23:42 PM »

Hallo mon cheries!

I wanted to ask if there are many (or any) cocos2d-x programmers lurking around tigsource. I recently got started with this awesome, yet buggy, library and the documentation and (chinese) community is disheartening. I find myself going to the cocos2d original tutorials and docu to get things done...which kind of sucks.

So, anyone willing to get his head together with mine to kickstart this shit?
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dustin
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« Reply #1 on: March 11, 2012, 09:28:45 PM »

I also just started using it, I haven't had much trouble yet though.  It's so close to just plain cocos2d I use tutorials for both cocos2d and cocos2d-x.  So far I've got...

particle's
transitions
sprite displaying/rotating/scaling/etc.

worked out which is pretty much all I need I think.  I'm sure I'll run into some problems though so it'd be nice to know someone else working on it.
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pakoito
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« Reply #2 on: March 12, 2012, 02:28:42 AM »

Yeah I got that far too, but the problems I find are related to a bit more advanced stuff like callbacks, input and parallax scrolling, because the architecture is inherited from objc and some stuff is not completely implemented, even though the documentation says it is.

« Last Edit: March 12, 2012, 02:34:36 AM by pakoito » Logged
Olivievie
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« Reply #3 on: March 25, 2012, 11:47:19 PM »

augh, same here >_< I've just started a while back, everything was going fine until now we're trying to do sprite animation with sprite sheets, tutorials are hard to find, and "translating" between objective-C and C++ is such a pain :/
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Klaim
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« Reply #4 on: March 26, 2012, 04:45:18 AM »

I've been using it since the beginning of last week at work.

I just wish they would have used C++ idioms instead of reproducing the Objective-C mecanisms in C++. The result is messy and full of unnecessary pointers and new/delete...


But at least it seems to work correctly.

I've only been bitten by the fact that a CCNode inheritant that isnt attached to the rendering tree in a main loop cycle will be destroyed at the end of the loop cycle.
Now that I know it it s ok.


Oh yeah, documentation is total shit, I have to read objective c examples to get things to work.
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