Sprites: BlendFunction seems to be broken on Creator (bottom left sprites look Ok on cocos2d-x but not on Creator). Only Raw+untrimmed sprites are supported. Not sure how to handle “trimmed” sprites.
When I use CocosCreator to create a scene. I created some empty nodes like Clouds, Grasses, Obstacles etc … to hold it’s child nodes. After using your tool to convert that scene file, the child nodes are not showing. Without nesting nodes, they work well.
I’m trying very hard to get it working…
I’ve tried your copying your “reader” into my cocos2d-x project (fresh new one), however I couldn’t compile app… I was getting several errors about missing stuff.
So instead I downloaded your cpp-tests and they’re working except test scene 3 (I’ve sent an issue on github on this) and I’ve realised reader classes are different. So I’ve got this ones to my project.
From my project your tests scenes are working (except 3 again), however my own scene (just a few sprites, no fancy stuff) still doesn’t work… I’m getting EXC_BAD_ACCESS in line 403 (CreatorReader::parseSprite).
I suspect reader from your cpp-tests and from main github page are from a different commit.
My scene has 4 sprites (4x png file), so in total I have 5 files (these 4 + scene.ccreator).
My questions are:
do I need .meta files? Probably not, but just asking. I’ve tried adding them, but it keeps crashing.
am I forced to have these files in Resources/creator directory. From my script above I was copying them into Resources/res directory and this was causing even your examples not working anymore.
do images needs to be in creator/assets directory?
if I’m doing all this stuff right, why it keeps crashing? What I am missing?
Hey @ricardo
Can you tell me how the C++ support is added into Cocos Creator?
What i mean is Creator made with entity-component structure so C++ support will be like that only?
if so then coding will be different compare to normal cocos2d-x c++ project, correct?
Thanks.
AFAIK, c++ support only for scene editing. You set up UI, some background element, map layout… You need to implement gameplay code with normal c++ workflow
entity-component structure is supported for js (and lua i guess)
UPDATE:
I’ve been very busy these past weeks. Creator Animations are almost ready… I still have to fix a few bugs and finish a few things here and there.
So basically it will behave like UI / scene editor mostly? (including all UI )
Even that will be great too.
Can you tell us what will be the flow for that? Like first what we have to do? How we have to load from code, etc?