I see your point exactly and for that I am sorry @slackmoehrle, that was not our intention.
Lets forget about this and move onto help the community.
I see your point exactly and for that I am sorry @slackmoehrle, that was not our intention.
Lets forget about this and move onto help the community.
@SonarSystems - I want to state that I think you guys help the community a great deal. I want to encourage one community working towards a unified effort. Strength in numbers!
Agreed, we will be adding Lua to the guide similar to JS once we do videos on Cocos2d-x Lua which we are hoping to start in the next few months.
and Strength lies in the unity of those numbers
@SonarSystems - If you submit PRās and add in your art along with what is already there Iād love to incorporate it. Especially in the 3D chapter. Or if you are ok with it a .zip or .tar.gz of the files would work too. If you donāt want to do this at all, I understand. I like the art though.
Those images are from Google but we will be creating our own, best if you have those
This is going to sound really stupid but how do I make a new thread?
EDIT: Figured out that you can do it by pressing ācā. Not very intuitive
But Iām still having trouble creating a new thread. Iām getting a āerror saving post: forbidden 403ā message.
When I find a derivative help document I appreciate seeing a reference to the original so I may easily compare and contrast the two.
A big hurdle when learning Cocos2d-x is the scattered, conflicting and outdated information.
To reiterate what Iāve said elsewhere:
To everyone writing documentation, please list the current version of Cocos2d-x youāre using to test the samples. Later when the documentation becomes outdated new users can at least reference the Cocos2d-x version number of the documentation and can favor other newer and more up-to-date help.
AFAIK, you cannot create a new topic until you have participated in a few topics. I think you need 10 points. Iād have to ask for webmaster for more exact details.
Hey guys, Iām new and need a bit help, because Iām using Windows 7, instead of iOS, and need a hand to start, which file should I edit, for example, because there are these on the image (although I prefer a empty project ).
Jason,
Sorry to be a nag
Looks like the PR was closed. No feedback, nothing.
Yes, when we did the re-branching they were closed automatically. Donāt worry I saved it
Could I have some help setting up v3.3 please? Iāve previously set up v3.2 and v3.1 but am having some trouble with v3.3. I thought the programmers guide might have made things easier but Iāve just referred to the relevant page there:
https://github.com/chukong/programmers-guide/blob/v3.3/chapters/B.md
I canāt follow this part:
Use android-build.py to build cocos2d-x samples
Change your directory to the where the android-build.py script is located.
(usually cocos2d-x/build)
run:
android list targets
to see what targets are available.
Iām in the ~\cocos2d-x-3.3\build directory where the android-build.py script is located but there is no android
script or handler from the terminal. Instead I get:
āandroidā is not recognized as an internal or external command, operable program or batch file.
Iāve tried substituting android-build for android which doesnāt work. What am I doing wrong?
I am sorry to say this but I donāt find the Programmerās Guide to be useful for learning how to make games at all. I could probably use it to make some sprites move around in a little animation kind of thing, but not games.
You teach how to add sprites and all their actions on fly, but there is no word about adding multiple instances of one sprite or about giving them some custom property like when you need your enemies to have hitpoints. I donāt have much purely code-based game programming experience, but I think not using custom classes for Sprites is a really bad approach.
The Programmerās Guide is about using cocos2d-x features, not āhow to make gamesā. How to make games is an absurdly vast subject, with each game type being entirely different. The Programmerās guide canāt possibly cover every game type, or even a few ones. If you need to learn how to make a particular game (for example a runner), there are tutorials for that, which easily translate to cocos2d-x once you know how to use cocos2d-x.
No, itās actually a good approach. It is common wisdom in game programming to use ācomposition over inheritanceā (you can Google that to find a lot of good reasons).
A simple example to illustrate: you have a class Enemy, which inherits from Sprite, and add a field āhitpointā. Now if you decide to change that Enemy to be animated with Spine, which isnāt quite similar to Sprite, you are going to have a big problem. Or if you decide that your Enemy must have several Sprites instead.
You donāt have those problems with composition, because the interface of your class wonāt change.
I am hearing about this ācomposition over inheritanceā argument for the first time. I will do some research. Thank you!
I still think the Guide could use a node, which would describe how to organize stuff, make multiple instances, set their properties. I am aware it canāt be universal, but there are some basics that would give most potential developers a good start.
Write something and submit a PR and Iām happy to see where this makes sense to publish. Also, feel free to create a GitHub issue for items you want: https://github.com/chukong/programmers-guide/issues
@mSamyel lol, I would understand that this comment comes from someone who is just about to start making games?
@Fradow ow yeh!
Roger Engelbertās ācomprehensible guideā to making games with Cocos2dX 3.3 will be released on April keep an eye on that guyz.