Windows Game Contest!

In AppDelegate::applicationDidFinishLaunching() there should be a line:

 pDirector->setDisplayStats(true);

pass in false instead.

Interestingly enough, I canā€™t find this line. Is the path correct?

myProject\frameworks\runtime-src\Classes\AppDelegate.cpp 

Where could this come from, then?

Edit: It comes from the project.json (showFPS). Works now, thanks a lot!

Sorry I thought you were using cpp, I should have asked :slight_smile:

This bothers me too!

Hi! I already finish in-app purchase.You can download https://github.com/MSOpenTech/plugin-x/ to view the way they do.Cheer!

2 Likes

Yup, same issue for me as well. Have opened an issue on GitHub: https://github.com/MSOpenTech/cocos2d-x/issues/146

1 Like

Thank you everyone for creating the issue. I will follow up with engineering with this issue and ask them to take a look.

I e-mailed out Microsoft contact and he said:

This is due to the loading and compiling of all of the cocos2d-x cached shaders. We will look into speeding this up. Look at void GLProgramCache::loadDefaultGLPrograms() and you will see a lot of shaders being loaded by cocos2d-x.

They are going to look into caching shaders in 3.7 or 3.8.

Yes, I also follow the plugin-x code to write my own.
Now it can go the purchase page , But when I try to purchase( or download for beta app) the IAP, it also get the error that service is not available.
Not sure the code issue or the beta app store issue.

Hey, i submitted my appā€¦ but i want to make some major changes now that the contest date has been postponedā€¦
is it cool if i just make new update on the app itself ??

Hello.
I have added a few apps.
How do I know that they are accepted to participate in the competition?
Email confirmation did not have.

And can I improve my app and publish an update?

It is cool, go for it.

[quote=ā€œuseful, post:154, topic:20820, full:trueā€]
Hello.I have added a few apps.How do I know that they are accepted to participate in the competition?Email confirmation did not have.

[quote=ā€œuseful, post:154, topic:20820, full:trueā€]

Sorry, yes, this is an issue. We donā€™t e-mail a confirmation, for whatever reason this was overlooked. I apologize.
I get a spreadsheet every Tuesday with updates on it.

You can and please do :slight_smile:

Why cocos (from gui) is not making windows phone project? I like the new template - precompiled library instead of code, but windows phone project is missingā€¦ and Iā€™m forced to use cocos console and make project with cocos2d sourcecode included, which causes project directory have a huge size: 7-8gbā€¦

I am not sure. There may be fixes if you pull the latest from GitHub. I donā€™t know, but I do know that Microsoft has been actively contributing.

Cocos studio (or Cocos) is on github? I thought itā€™s not open-source.

Sorry, I mis-read that. No, you are correct. These projects are not on GitHub. I think Cocos is at v2.2.8 (?) so maybe if you are not on this version it might be worth the download

If using Cocos2d-x v2.x to create a Windows 8.1 universal app, applicants must use the Cocos2d-x code from the MSOpenTech Cocos2d-x repo: https://github.com/MSOpenTech/cocos2d-x/tree/v2-universal
Otherwise, applicants can use he code from v3.x branches of Cocos2d-x to create a Windows 8.1 universal app: https://github.com/cocos2d/cocos2d-x

can I make a WinRT game using cocos2d-x v2 or I have to make a windows universal app

and when I create a new project using MSOpenTech cocos2dx and run it in visual studio 2013, I got some errors, like

Cannot open include file: ā€˜EGL/egl.hā€™: No such file or directory

any help would be appreciated

I think this has to be a universal app so that everyone is on the same level playing field.

Any news about my first question, for targeting only devices with 1 GB of RAM ?