Cocos Creator v1.4.0 beta releases(02.07 updated rc.2)

Do I have to actually install Electron in my browser?

aw, sorry, you should type this first:

var electron = require('electron')

This is what I got.

But this is something I can control… I mean, this is an instance of a Chrome browser so the electron program should activate the flags needed to get webgl available right?

Is it possible that earlier versions of Creator worked with Canvas and now 1.4 works with WebGL by default? Can I start Creator with only Canvas support?

It’s not possible to use Cocos Creator with no WebGL support.

We’ll report your case to Electron and see if there’s a solution.

And what about the older versions: 1.3 and 1.2.2? I have been working with Creator the last 3 months with no issues in this computer. The problem is not with Electron I think.

As I said, older versions of Creator uses older versions of Electron, you can also test those electron versions to see if the result is consistent:

Well, it is not a drivers thing as my system supports WebGL. Here you have the cube opened in safari:

I understand this must be an Electron thing, however it is important to find a solution because you may shutdown a lot of dedicated developers. It would be very frustrating not to be able to continue working with Creator because of this.

Hi @jrosich

But the WebGl, isn’t that more of a browser issue rather than specs of a computer. I also have a Mac Mini but 2014, so I don’t know if this affects me as well…? God Bless…

Sincerely,

Sunday

Hello,

I just tried to launch my current project with v1.4.0 beta 3 and had 2 issues :

  • the game loads forever. It appears to be because there are files in the assets/resources folder. If I remove them, it works (but still, I rely on those files)

  • sprites in atlas are broken (just black squares). I can’t reproduce this bug on an empty project, so I’m still investigating the cause. I can see in my browser network tab an infinitely growing number of requests to http://localhost:7456/undefined, maybe it’s related.

I understand, but this issue can only be fixed from Electron side.
I already filed a bug: https://github.com/electron/electron/issues/8217

Hopefully we can get some feedback soon.

12.15 updated 1.4.0-beta.4

This issue has been fixed.

Thanks! I really appreciate it. They actually send a response already. Would it be possible to add the flag “–ignore-gpu-blacklist” to Creator?

thanks!

1 Like

My project loads fine now, thanks for this update !

Dear nantas2,

thank you very much for the VS Code Debugger support for Chrome. I like it.

Cheers

Mike

Hello,

Thanks for the frequent updates. I was using 1.4.0 beta.1 and encountered a bug so I decided to update to beta.4 and see if it is fixed, but it isn’t, so here it is.

When using the Google Play Games Service and load the player profile, you get an avatar image url. I try to use it, but on Native Android (.apk) I get

msg:TypeError: texture is null

and on Web I get

"Rect width exceeds maximum margin: http://lh3.googleusercontent.com/iHjqbKwh3ZQyDlqZpaEZdNr6gsfc0pS_QOh9LtQ1Q1cVb4jn3y7YXVQbOo8xs35cZyU=s376/"
"Rect height exceeds maximum margin: http://lh3.googleusercontent.com/iHjqbKwh3ZQyDlqZpaEZdNr6gsfc0pS_QOh9LtQ1Q1cVb4jn3y7YXVQbOo8xs35cZyU=s376/"

There are 2 possible avatar images and here are their urls:

http://lh3.googleusercontent.com/iHjqbKwh3ZQyDlqZpaEZdNr6gsfc0pS_QOh9LtQ1Q1cVb4jn3y7YXVQbOo8xs35cZyU=s96
http://lh3.googleusercontent.com/iHjqbKwh3ZQyDlqZpaEZdNr6gsfc0pS_QOh9LtQ1Q1cVb4jn3y7YXVQbOo8xs35cZyU=s376

When loading them in a browser (just as pages, not in web cocos) they are loaded, but when using

cc.textureCache.addImageAsync(iconUrl, this.imageLoaded, this);

the texture returned in the imageLoaded callback is faulty and on Native Android it is null, while on Web it isn’t null but when I apply it to a Sprite I get a black square.

Hopefully having these urls to test will help you resolve this bug :slight_smile:

Also when I open my project from 1.4.0 beta.1 in beta.4 everything looks fine, but when I build it, the textures are messed up:

beta.1

beta.4

The funny thing is that in the Cocos Creator 1.4.0 beta.4 the textures are properly setup:

So the problem is in the building process. It seems that it uses only 1 image from the texture atlas for everything instead of the corresponding images. Please fix this!

Hi @nantas

I’ve tried to make an animation in 1.4.0 beta4, the wrapMode Loop didn’t work here at all.

I opened then the 1.4.0 file in 1.2.2. In 1.2.2 looping works, and reopening in 1.4.0 beta 4 it works finally also.

Please can you take a look.

Thank you and have a nice day

Mike

hi @nantas2 would you consider to include the --ignore-gpu-blacklist flag to Creator? I’m already using it on Chrome and havent had any issues so far (now the cube works great on Chrome).

Please use cc.loader for all resources loading:

cc.loader.load({
    url:"http://lh3.googleusercontent.com/iHjqbKwh3ZQyDlqZpaEZdNr6gsfc0pS_QOh9LtQ1Q1cVb4jn3y7YXVQbOo8xs35cZyU=s96", 
    type:"png"}, function (error, texture) {
    // handle loaded texture
})