Tried to run new Cocos Studio 2.1 Beta for Mac.
Installed without problems.
When I try to run it - some gray window appears for a 1/2 second and closes immediately.
Nothing more.
What should I do more?
Thanks.
System:
OS X Yosemite, 10.10.1
MacBook Pro Retina, Intel Core i7 2.6Ghz, 16Gb RAM,
NVIDIA GeForce GT 650M 1024Mb, SSD 512Gb
Some system log I could get is here:
07.01.15 18:19:22,266 CocosStudio[47530]: *** WARNING: Method userSpaceScaleFactor in class NSView is deprecated on 10.7 and later. It should not be used in new applications. Use convertRectToBacking: instead.
07.01.15 18:19:22,292 CocosStudio[47530]: WARNING: The Gestalt selector gestaltSystemVersion is returning 10.9.1 instead of 10.10.1. Use NSProcessInfo's operatingSystemVersion property to get correct system version number. Call location:
07.01.15 18:19:22,292 CocosStudio[47530]: 0 CarbonCore 0x9aa597e7 ___Gestalt_SystemVersion_block_invoke + 135
07.01.15 18:19:22,293 CocosStudio[47530]: 1 libdispatch.dylib 0x98387130 _dispatch_client_callout + 50
07.01.15 18:19:22,293 CocosStudio[47530]: 2 libdispatch.dylib 0x983870b5 dispatch_once_f + 251
07.01.15 18:19:22,293 CocosStudio[47530]: 3 libdispatch.dylib 0x983880d8 dispatch_once + 31
07.01.15 18:19:22,293 CocosStudio[47530]: 4 CarbonCore 0x9a9ebfb8 _Gestalt_SystemVersion + 1050
07.01.15 18:19:22,293 CocosStudio[47530]: 5 CarbonCore 0x9a9ebb69 Gestalt + 150
07.01.15 18:19:22,293 CocosStudio[47530]: 6 ??? 0x066c4b60 0x0 + 107760480
07.01.15 18:19:24,219 CocosStudio[47530]: objc[47530]: Class AVAudioPlayer is implemented in both /System/Library/Frameworks/AVFoundation.framework/Versions/A/Resources/libAVFAudio.dylib and /Applications/Cocos/Cocos Studio 2.app/Contents/MacOS//libCocosDenshion Mac.dylib. One of the two will be used. Which one is undefined.
07.01.15 18:19:25,454 com.apple.xpc.launchd[1]: (com.chukong.CocosStudio2.124708[47530]) Service exited with abnormal code: 1
Iām working right now on a port of the cocostudio CSB file reader to use in my html5 game. Iām using emscripten to compile FlatBuffers scheme into a not so nice js file, for now i can only retrieve some minor information about the scene.
A little bit of help with the port will be nice, if any one is interested.
@SonarSystems nice tutorials, they really help me start using cocos!
@nite Any chance to the cocostudio become a open source project?
@SonarSystems checkout this cocos-js roadmap, I think it suppose to have delayed. @El_Jorge I donāt think cocostudio will be open source anytime soon. But json exporting should be coming.
When I open the example I can see the Event and the Color āactionā add the Sprite. But I try to add another Sprite and cannot add these two events (only Rotation, Scale, and Position). See the image for more detail. http://oi62.tinypic.com/2sba51z.jpg
Please show me how to add Event and Color. I am using cocostudio 2.0.6.
hello
iām new for cocosstudio, i was try stencly, game closure devkit, flash professional cc, iām looking for my adapt myself, i find COCOS STUDIO very cool but i need to ask you:
will do port in Linux?
how i can see the test (public)? i did try to click āpubblicā not workā¦?
import file SVG (from inkscape) to cocos studio?
there is a roadmap for cocos studio for next version? (schedules, plan) thank you
@nite , a crucial feature still missing for animations in cocos studio is easing (ease in/ease out), are there any plans for adding that in the near future?
thanks,
I believe you currently canāt do frame anim in cocosStudio since āvisiblilityā of sprites are current a perma on or perma off thing. āframesā donāt hold visibility info, only scale, rotation, and position.
My suggestion is use a app called shoebox to make your animationās -> sprite sheet and import it into cocos2d. http://renderhjs.net/shoebox/
Alternatively you could use texturepacker, i just like shoebox.
Yes, you can do frame animations in CocosStudio. Just use the opacity or visibility information.
Keep in mind, that the animation information in CS are based on 60fps and you have to mimic the time/frame delay via frames(you can also set it to other fps values, but not from the UI; you have to set it manually in the animation definition file). You also have to time scale the animation in your app, if you want to emulate delays in 1/100 of a sec, meaning that you can design your animation in CS based on 1/100 fractions instead of the 1/60 fractions.
Frame Animations were always supported. Frames hold opacity info as well as visibility info.
I was using Cocos Studio 2.1 beta and i can confirm, like i said, that if you set visibility off for instance, in one āframeā, it sets the visibility off for the whole thing,same for opacity.
Like I said, in current cocos studio the only things that are explicitly labeled, -and carry over are, rotation, position and scale.
Now Iām not saying it canāt be done in cocos2d-x, Iām talking about the cocos studio interface since that was the subject at hand.
If you honestly believe what you wrote, please make a video demo of it, showing the magic, from a blank slate, without any special editing of files, using the latest software like i said.
What is āthe whole thingā referring to? The whole animation sequence?
What do you mean with ācarry overā? Carry over to what? The animation timeline? The engine?
Automatic frame recording adds all key-frameable properties automatically.
I never said anything about doing it in cocos2d-x and Iām also talking about the CS UI.
The file editing I was referring to, was for changing the base fps.
I was not assuming but doing it. I am able to key-frame the visibility on each frame and play back the animation in the CocoStudio timeline.
Eā¦g.: ImageA at frame1 is visible, ImageB is invisible. ImageB at frame2 is visible and ImageA is invisible.
Please be more precise, in describing what is not working, when and were.
To prove it, I attached an animation, where two buttons are flickering. Just play it and you will see each frame has the visibility key-framed as expected.
There is no magic to it. Check āAutomatic frame recordingā and change the visibility to your needs.
I will see, if I can make a video, if I have the time to.
Youāre right, it works as intended if you check automatic frame recording.
The issue I was referring to is the following, and sorry for not being more precise, i sometimes write these things on the run:
Turn auto frame recording off, add one image to a newly created node, manually create a frame at position 0, then click on position 5 and manually add another frame, now while on position 5 click on the properties tab, and select visibility off, now click on position 10, add a new frame, and select visibility on.
To me, the result is that the sprite is on along the entire animations, it doesnt really register the changes to the frames. It only register global changes.
If auto frame is on, i never need to click add frame and it works like cake on happy evening.
But only if.
Thanks for the solution. However if I want to add listener to animating object like this I have to add it to all ones? Only thing which comes to my mind is to group them in one object and animate there.