I get a list every Tuesday.
I tried 2.2.9. Itās not looking like a bugā¦ Itās like this since the new project templates (precompiled). Why is everyone ignoring windows phone? Please, take a look. Itāll really make my life simpler is project can have several megabytes not 8gb And I prefer compliling over few seconds, not few minutes
I added the games to participate in the competition about a month ago.
Said every software developer, everā¦I mean EVERā¦
I have 2 submissions from you.
I think itās time to get some new hardware or use distributed compilation.
I remember the times, where I poked in ASM or even hexdump. Compilation time: ZERO.
I have nice new, hardware. 15 inch MacBook Pro, 512 SSD, dual video cards, 16gb RAM, what elseā¦hmmmm
Xcode removed distcc sadly. I used to have it running on all the macsI own to farm out compiles too.
I remember the times I wrote in BASIC, age 10, eating powered doughnuts and drinking chocolate milk. Compile time, who knows. Getting to eat unlimited doughnuts, priceless
16GB RAM? Come on, the new Pascal GPUs coming in 2016 have that amount
I think I will stick to my i7/16GB RAM machine till then.
Ever tried these:
Powered by powder?
Doughnuts and CM still sounds very goodā¦
I think you misunderstood me.
I mean itās already fast, but on NEW TEMPLATE. On my iMac compliation (first time) itās just about few seconds, because thereās no need to compile 600+ cocos2d-x library files (itās precompiled). Iām not complaining about compilation time, but that NEW TEMPLATE, which I want to use, lacks windows phone project. That forces me to use OLD TEMPLATE, which takes a lot of time for compliation (windows phone is the longest). And when I change c++/cli delegates (called from c# code) I need to rebuild whole project and because of that whole cocos2d-x library will rebuild too, which takes A LOT of time. If cocos2d-x will be precompiled for windows phone too it will as fast as lighting.
Am I clear now?
Can you give an estimate on it? How do you define āa LOT of timeā? 3 seconds? 3 minutes? 3 hours?
About ten minutes.
Ah well, that sucks. A complete re-build of the engine takes me 3 minutes, but my problem is, that every time I change a thing and compile the release build, it re-compiles everything. This even happens, regardless of the VS setting NEVER EVER to do that.
Why is that? Canāt you do incremental builds?
When I create a delegate in c++/cli I need to call it from c#, but it does not āseeā it and I ordinary compilation fails. Dunno why, but the only way is full clean.
Canāt be cocos2d-x lib precompiled like on ios in new template?
Hi, Iām trying to compile a project for WP but Iām getting āError running command, return code: 1ā.
Hereās the whole dump: http://pastebin.com/B9reHsJJ
Iām getting the same for cocos compile -p wp8_1
on a newly-generated helloworld example. so I donāt know whatās going on.
Iām using cocos2d-js v3.6
edit: after investigating a bit, it appears that I canāt build for win8.1 from a windows 7 machine, is that correct?
yep, you have to use Win 8.1
Hi, it would be nice to see all submissions on a single page (so we can be sure the progress was successful). I submitted my new game www.alienstarracing.net and wanted to know if its on the list. Thanks and keep up the good work,
J.
Iām interested in finding submitted games too! Iāve read thereās an excel somewhere but Iām not able to find it. So How can we know if our game have been submitted correctly?
We are not releasing the list of submissions at this time.
If you are concerned that your game is not submitted you can e-mail windows@cocos.com
and ask. We get a list every Tuesday for the past weeks submission.
After having submitted and getting my app accepted in early May, I just got an email from Microsoft saying that:
Using an API that is not part of the Windows SDK for Windows Store apps violates the Windows Store certification requirements.
They list all the problems and all of them are from APIs called from libeay32.dll and ssleay32.dll, which I believe are for OpenSSL.
Iām using the MSOpenTech fork of cocos2d-x v2, so Iām not sure where the problem could have been introduced. I would assume that these DLLs would have been included automatically somehow, as my app doesnāt use networking at all.
Anyone else come across this? Any idea if this is an issue with the MSOpenTech fork? Or is there a bad setting in my project?
I am going to ask the MSOpenTech folks to chime in here. I will e-mail them as well. I think this is important to figure out.
@stammen can you help us with this?