After you build the libs, you have to change the android.mk (for every game), it is in the jni folder.
You have to add the cocos/prebuilt-mk path before the cocos one.
So at the top of the file, it by default looks like this:
This will speed up compile time for all your games immensely, as you now build the cocos libs only once for each version of cocos2d-x. Your games will only have to compile their own game codeā¦
AudioEngine used for a long time with Cocos and is still not growing. So I switched to Superpowered SDK. Itās just an amazing library for iOS/Android/OS X apps!
For me personally integration superpowered SDK with my Cocos2d-x projects was easy.
I must say that you will not find in superpowered API methods such as playEffect/playBackgroundMusic/preloadEffect etc. There are all different. However, I wrote the adapter over the superpowered and now the simplest operations with audio in my projects look like this:
auto audioManager AudioManager::getInstance();
auto audioThread = audioManager->playAudio(PREDEFINED_AUDIO_FILE_MACRO, onPlayCompleteCallback);
audioThread->setPitch(-10.0)->setPanarama(10.0)->setVolume(15.0);
void onPlayCompleteCallback(AudioManager::EventType::ON_PLAY_COMPLETE &audioEvent)
{
// do something
}
Library contains documentation and comes with C++ examples for iOS and Android.
The āSpineā thing in UbiArt is just a tiny peace, the skeletal animation. You canāt even compare the functionality of Spine with the UbiArt animation tool. But the goal of Spine was not to compete with it anyways.
The first 7 minutes show the skeletal animation tool, which can be compared to Spine(in fact the latter is inferior). All things that follow have nothing in common with Spine. Itās rather ācomparableā with Cocos Studio and cocos2d-x.
UbiArt is a complete package, which can do voodoo and magic in all places.
Sorry, but you wonāt see that :D. The amount of work to create this toolset is impressive, so, it is very unlikely we see something like this based on cocos2d-x. I would buy it right now
ISSUE: cocos2d-x beta 0
Scene Graph Event Listeners are called for every camera visible in the scene. This causes events like onTouchesBegan to fire twice. Iāll file a github later today if I donāt hear itās already fixed in latest github.
Edit:
If this is desired then the event should store/support which camera is being āvisitedā when touch occurs?
I suppose we can test if VisitedCamera == customVar_cameraRequiredForValidTouch or similar. Does anyone know if this is an oversight, or a change in API where events need to handle being called more than once on a single dispatch.
Iām thinking if weāre adding the event by scene graph it should detect the camera based on the targetās camera mask?
Cocos team donāt have to replace any existing supported IDE for JetBrains IDE. I mean that will be very good to see some support for Android Studio (1.3+ NDK version) or even CLion (the new C++ JetBrains IDE). I prefer (I believe many people that have a taste of it do) to use JetBrains if itās available for target/language I aim for. These IDEs are very very flexible, powerful coding and extreme extensive. I think everyone should take a look on that.