Update the cocos download. I have v3.5. Inside the downloaded folder, add a remote: git remote add origin https://github.com/cocos2d/cocos2d-x.git. Then do do git pull and git checkout v3.
Now create a new cpp test project. Copy all XAML, .cpp and .h files from test project’s proj.win8.1-universal\App.Shared to your project’s App.Shared folder.
I believe there is a bug in the cocos version 3.5 in Proj.win8.1-universal project
that prevents .wav files to be copied to the correct path, as explained here
This causes my submitted app to crash because the .wav files are not found.
The only way I found to avoid the crash was to avoid the load of the sound files.
Could someone acknowledge that this is indeed a bug?
I just submitted my app to the competition. Like @genix_developer, I expected a confirmation email that my competition entry has been received. Since no such email was sent, is there any way to confirm this?
If you take a look in cocos/audio/winrt/SimpleAudioEngine.cpp, several of the methods are missing a call to FileUtils::getInstance()->fullPathForFilename(pszFilePath);, which appears in the other platform’s implementations of SimpleAudioEngine
I had this problem with v2 and winrt. Since apps that use cocos2d-x v2 are required to use MSOpenTech’s branch, I submitted a pull request to have it fixed, there. It looks like something similar needs to be done for v3.
This should be easy to fix locally on your end, but this needs to be fixed in the official repository. I can send a pull request in the next couple of days.
We are a team of three people, but we are NOT a company. Can we participate as a team? And if so, do we have to send the personal data of all three in order to get the token code?
We are using Cocos2d-x 3.4 and the Windows Phone project targets WP 8.0 (and works in 8.1, tested in real device). Do we need to retarget the project to 8.1?