A little off topic, but what exactly is a "world editor"? Would it be like Unity?
Cocos2D-Mac Team!
(66 posts) (22 voices)-
Posted 1 year ago #
-
@liquidfire - yes, it could be similar to Unity or maybe Game Salad. It will basically be an IDE to make it easier to design games.
On another note, I'm working on the CocosDenshion MacOS support now. It is going well and should be released this week.
Posted 1 year ago # -
@steve-oldmeadow Nice!
Posted 1 year ago # -
This would be a nice addition to the I/O of cocos2d Mac :)
http://johnnylee.net/projects/wii/
I've had the example working with a pair of goggles, 2 IR LEDs and lots of sticky tape but being able to hook this into cocos2d would give cocos2d a whole new set of followers. :D
Posted 1 year ago # -
I've just pushed the changes to CocosDenshion to my clone.
On the down side there is some functionality that I'm not going to support - mainly audio metering on AVAudioPlayer.
On the plus side no code changes are required to client code between iOS and MacOS. Another plus is that audio problems that occur in the simulator don't seem to occur which is good for demos.
Posted 1 year ago # -
I too am working on a multitouch table that will be running Mac OS X. It would be great for me to be able to port one of my games so that I would be able to play it on that table. KEEP MULTITOUCH!!!
Posted 1 year ago # -
@finder39 - yes, but only for the audio code. There are some features that won't work, such as metering as I mentioned before but these are generally things that you have to access AVAudioPlayer directly to use. If you stick to the SimpleAudioEngine API then the feature set and code are 100% the same.
Posted 1 year ago # -
@steve-oldmeadow i use simple audio!! :) sorry i am so excited because this means that I could possibly one day release a steam game which would be so cool with what i know now. :)
plus i can put a "demo" of my app for computers to use :)
PLEASE keep us (me lol) up to date :)
Posted 1 year ago # -
@finder39 - yes, I agree it is exciting. I'm sure Riq will be trying to keep the cocos2d code the same across both versions too.
Where problems may arise is the use of iOS APIs outside of cocos2d such as UIKit. However, I just came across this:
which is UIKit ported to MacOS X.
However, as this article speculates Apple may already be planning support for some iOS APIs in Mac OS X 10.7.
http://www.matthewtonkin.com/2010/04/uikit-in-107.html
The current header file for AVAudioPlayer definitely indicates that at least that API will be present in Mac OS X 10.7.
Posted 1 year ago # -
@steve-oldmeadow thats awesome! thank you for doing this :)
Posted 1 year ago # -
@riq: I'm not talking about using the iPhone for multitouch, like iSimulate, I'm talking about "native" support for multitouch using multitouch devices from Apple: newer MBP and the magic tablet. I haven't looked at the API, but I'm sure we could wrap something around it in order to make Cocos2D input device agnostic.
Posted 1 year ago # -
@riq Do you plan to post some thought or a feature list for the world editor? The idea seems lovely
Posted 1 year ago # -
I am still trying to figure out how to make the game compile for the mac with 0.99.5
i can;t figure it out at all
Posted 1 year ago # -
Flash is able to generate iOS app from windows, so would it be possible to generate windows code from cocos2D ?
I know this would be VERY dificult, but I had to ask...
Posted 1 year ago # -
@finder39 - I think you need to create a new project with a Mac OS target, I don't think you can add a Mac OS target to an existing iOS project. At least that is what I did when testing CocosDenshion.
@jptsetung - Have a look at the Cocotron project, http://www.cocotron.com/
Posted 1 year ago # -
Looks interesting, thx!
Posted 1 year ago # -
I will have to try later, not getting it. i would love to have both the iphone and Mac version in the same code
Posted 1 year ago # -
^ there is no mac template yet AFAIK. Just create a new Cocoa Application.
The Mac OS X support is still fairly immature, maybe it is a bit early for you to be taking this on? Don't forget it took Riq 4 to 5 days to port Sapus Tongue. Where do you see your skills in relation to Riq? That might give you an idea how long a port will take at this point in time.
Posted 1 year ago # -
haha good point. ill jsut stick to iphone stuff, only been doing that for like 4 months, ill wait :)
Posted 1 year ago # -
^ it will get easier over time. It just takes time to find where the difficulties are and work out how to make things easier.
Posted 1 year ago # -
I am very impressed by Cocos2D and current port to Mac! The examples run well. Since there is no template for Mac what is the quick way to compile one of the test examples outside the package?
Shall I create Cocoa Application project and just add libcocos2d.a and libpng.c to my project? Thank you for your help!Posted 1 year ago # -
I just duplicated the existing project, gutted it, then added my own stuff
Posted 1 year ago # -
I guess this may be more of a question for @riq, but what will the world editor be in terms of source?
Will it be open source, with the ability to have others contribute code?
- Or will it be just a 'you' thing?
Will it be open source, but just built by you?Also, if it is the latter, what do we do if we have a feature request?
Just wondering because a while back I built a REALLY basic skeleton of a Cocos2D world editor (It had maybe 10 classes :P)
Posted 1 year ago # -
“EXC_BAD_ACCESS” in glExtensions = (char*) glGetString(GL_EXTENSIONS);
GL_EXTENSIONS apparently a null pointer. What am I missing in my project?Posted 1 year ago # -
I am not sure if this is relevant to the above problem but I cannot compile
The following lines in the CCParticleSystemPoint.mglEnable(GL_POINT_SPRITE_OES); glTexEnvi( GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE ); ... glEnableClientState(GL_POINT_SIZE_ARRAY_OES); glPointSizePointerOES(GL_FLOAT, kPointSize, (GLvoid*) offsetof(ccPointSprite, size) ); ... glDisableClientState(GL_POINT_SIZE_ARRAY_OES); glDisable(GL_POINT_SPRITE_OES);Posted 1 year ago #
Reply »
You must log in to post.