Cocos2d-x v3.10 released

Cocos2d-x v3.10 released
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#124

This means that your Launch Images are wrong.


#125

But I was using the default images provided by cocos2d-x?


#126

but I was using the default images provided by cocos2d-x? BTW, why it has to be related to launch images?


#127

what’s the solution for the wrong resolutions?


#128

You need a launch Image for the various resolutions. https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/LaunchImages.html#//apple_ref/doc/uid/TP40006556-CH22-SW1


#129

Hey @Maxxx

In case you haven’t figured it out yet.
It happens because the code in your Xcode project still points to the MainScene.ccb if I remember correctly
but I guess all your edited changes in Cocos Studio should be in some other ccb file.

So, load that .ccb file in your code.
It works fine, I am currently working on it.

Best,
Pabitra


#130

Great! Looks like I am missing 375w-667h and 414w-736h. is it possible to let cocos2d-x include them just like other default images when we create a cocos2d-x project?


#131

Actually you are missing 2 more, notice the last 2 in this screenshot…for iPhone 4and less support.
Here are mine finished minus iphone 4 support, finishing that this weekend.

I tested on every simulator and 4 different hardware devices. These work for everything.


#132

Hi, can I deploy a Lua game on HTML 5 using this version?


#133

There are misspell at http://cocos2d-x.org/filecenter/jsbuilder/
“Customized Version” -> “socketio” -> “ScoketIO library support”

word “ScoketIO” is invalid


#134

Hi,
Just wondering has anyone got the remote debugging working on Xcode ver 7.2.1 and Firefox ver 44.0.2?

We’ve been following the instruction as per this page: http://www.cocos2d-x.org/wiki/Javascript_Remote_Debugging

But we could never get to start the debugger. Any idea?


#135

For remote debugging use firefox version below 30.


#136

Thanks…

On another note, I’m quite confused on how to load ttf for javascript?

I did this…
var fontDef = new cc.FontDefinition();
fontDef.fontName = “res/font/Arial_rounded.tff”;
fontDef.fontSize = 48;

var loginLabel = new cc.LabelTTF(‘Test’, fontDef);

But it is still using system font…


#138

fontDef.fontName = "res/font/Arial_rounded.tff"; should not contain path but name of the font and load the font using using cc.loader.load


#139

Btw, the doc links to v3.10 JS docs are broken, listed above… http://www.cocos2d-x.org/docs/api-ref/js/v3x/ …sigh


#140

It works for me…


#141

Ah, just looks broken on my phone.


#142

I’ll check into this.


#144

#145

@aaronglyang 不过从啊