I had manually installed ant, adt-bundle, etc manually, and was using cocos console just fine.
Then I installed CocoStudio2, tried it out and decided to uninstall for the moment, and now cocos-console won’t work anymoe.
I’ve tried re-setting up everything, but I keep on getting errors.
For example, if I try todo a cocos compile -p web -m release, I get the following:
Running command: compile
Building mode: release
running: 'C:\ant\bin\ant -f E:\eclipseworkspaces\cocosws\Titos\publish\html5\bui
ld.xml'
Buildfile: E:\eclipseworkspaces\cocosws\Titos\publish\html5\build.xml
BUILD FAILED
E:\eclipseworkspaces\cocosws\Titos\publish\html5\build.xml:5: java.lang.Unsuppor
tedClassVersionError: com/google/javascript/jscomp/ant/CompileTask : Unsupported
major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
at org.apache.tools.ant.AntClassLoader.defineClassFromData(AntClassLoade
r.java:1128)
at org.apache.tools.ant.AntClassLoader.getClassFromStream(AntClassLoader
.java:1299)
at org.apache.tools.ant.AntClassLoader.findClassInComponents(AntClassLoa
der.java:1354)
at org.apache.tools.ant.AntClassLoader.findClass(AntClassLoader.java:131
5)
at org.apache.tools.ant.AntClassLoader.loadClass(AntClassLoader.java:106
8)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at org.apache.tools.ant.taskdefs.Definer.addDefinition(Definer.java:579)
at org.apache.tools.ant.taskdefs.Definer.execute(Definer.java:237)
at org.apache.tools.ant.UnknownElement.execute(UnknownElement.java:292)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.
java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAcces
sorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at org.apache.tools.ant.dispatch.DispatchUtils.execute(DispatchUtils.jav
a:106)
at org.apache.tools.ant.Task.perform(Task.java:348)
at org.apache.tools.ant.Target.execute(Target.java:435)
at org.apache.tools.ant.helper.ProjectHelper2.parse(ProjectHelper2.java:
179)
at org.apache.tools.ant.ProjectHelper.configureProject(ProjectHelper.jav
a:93)
at org.apache.tools.ant.Main.runBuild(Main.java:826)
at org.apache.tools.ant.Main.startAnt(Main.java:235)
at org.apache.tools.ant.launch.Launcher.run(Launcher.java:280)
at org.apache.tools.ant.launch.Launcher.main(Launcher.java:109)
Total time: 0 seconds
Error running command, return code: 1
Is armature going to be supported in the feature?
I have some objects that extends Armature…so CocoStudio 2 working with Node*… Do i need to move from armature to animated node in cocostudio 2?
I’m experiencing a possible bug with Cocos Studio: When I try to publish my Cocos Studio scenes and contents to Xcode…nothing happens. No errors, no hang up. It opens Xcode, creates the project, but it doesn’t publish any of the content I’ve designed in Cocos Studio. Is somebody experiencing the same issue? (Or does somebody know why this is happening to me?)
Thx guys.
PS_ I use Cocos Studio 2.02 and Cocos 2d-x 3.3 + xcode 6.1
so I have an issue and I wonder - am I the only one with this issue -> when I add an armature created with cocostudio into my scene, it looks fine as long as content scale factor is == 1
once content scale factor changes (especially on android where there are very many screen sizes so scale factor wont be just 1 or 2 or 1.5) the armature looks like its exploded or broken up - but if you do something like this:
armature->setScale(1.6);
it works perfectly, its only when it is scaled via the global contentScaleFactor that it looks broken up, almost as if the images of the armature are no longer scaled, or only distance between the sprites that make up the armature are scaled.
after doing some research I see this in the code for Director:
…To achieve this, we need to ignore ‘contentScaleFactor’ in ‘AtlasNode’ and ‘LabelAtlas’. So I added a new method called ‘setIgnoreContentScaleFactor’ for ‘AtlasNode’, …
so I propose two solutions:
find a way to apply a “setIgnoreContentScaleFactor” to the whole armature and its children - and then let developer apply scale to armature manually, because that works
make sure all sprites of armature are scaled according to contentScaleFactor - and let developer ensure that scaling is done downwards so that it does not look pixelated in the end, i.e let developer be responsible for scaling from big size -> smaller size
You guys have completely confused me with this editor.
There were multiple versions released in a last few months which had no real backward compatibility.
At this moment v2.0.5 is available for downloading which is declared as stable version, not beta.
But no armature animation can be found, no animations list is available, no animation curves and other features that were available earlier.
The samples contain some strange nodes which are not available in ‘Controls Browser’ (Layer File node or CSD-file node).
Moreover there are the different versions of documentation which always contains only partial and obsolete information and different versions of home pages.
Unfortunatelly the pro-developers (not beginners) really can not rely on CocosStudio because all of these.
At this moment your primary goal should be getting rid of this mess in “naming, versioning and placement of your software”.
(sorry, I know this is the wrong place to ask, but I get an error (403 Forbidden) when I try to create a new topic)
help plz, I can’t create a new project (get an error message) from the command line.
I have been trying to create a new c++ project, for 2 days now.
First I open the CMD.
Then I go to the cocos2d-x folder.
Then I enter this line:
cocos.py new Title -p com.companyname.Title -1 cpp
this gives me an error, saying :
cocos new: error: argument -1/–language is required
don’t know why this is happens.
I have the “Microsoft Visual Studio Community 2013” installed.
Python 2.7 is installed.
I have run the setup.py file, got all the right paths working.
Finally I tried to run the ’ cocos2d-win32.vc2012.sln ’ file from VS-2013 and all worked as it should.
Only #include "ui/UIWidget.h" is needed, as it declares cocos2d::ui::Widget. include "cocostudio/CocoStudio.h" will include a lot of headers(including ui/UIWidget.h), which are not needed and just adds bloat.