devenv.exe is only part of the VC versions.
In the express 2013 it should be WDExpress.exe. Just rename it to devenv.exe or change it to the correct executable in Cocos Code IDE, if it has support for that.
Meanwhile I tested various version, and yes for now CocosIDE wants Visual Studio not express.
(Also I noted that having installed several versions of Visual Studio that CocosIDE got lost in finding the version it needs. Looks like the way it checks in the windows registry is not super safe and probably stops at the first versions found if it is not the right one.)
Will try the renaming trick with an express and report back.
That’s pretty bad, if Cocos Code IDE does not rely on a path variable but the registry.
As long as nobody explains to me, why it should need VS instead of Express, I can’t see a forcing factor to rely on it.
You could always use some of the VS trial versions.
Forcing to use a compiler is never a good idea. gcc/clang is used on OS X/iOS and Android. So why forcing VS 2012 on Windows instead of having the option to use gcc/clang? Beats me
Cool, thanks. Do you know about the status of CMake regarding cocos2d-x? The project is on hiatus since two years now.
I want to utilize CMake in combination with ninja to compile, build, test, package and publish the game for multiple platforms. Just like a cocos console which plays all things.
If no one works on it any more, I will look into it myself if I have the time.
I know CMake works on Linux. I assume that it does on the other platforms as well. I guess I should check that out. I’ve never tried it on anything other than Linux.
Yeah, but the interesting thing would be, how far the scripts are developed?
Do they just support compiling or also building combined with ninja, regression tests and so on.
The things I mentioned.
It seems that the developers are not that interested in using CMake and ninja
We will try to use CMake for cocos2d-x if it can work for all platforms.
Now we just use it for linux.
We will continue to use CMake for more platforms.
I am not familiar with ninja. But i think we should choose just one.
Ninja is like an assembler. It can be seen as a replacement for make. It takes input from a higher level build system like CMake.
Criticism may could be made to the fact, that it is written in python, so you have to add another software package to your system.
I was more referring to CMake regarding hand editing.
Editing Ninja files by hand is just subjective. Some users like the Autotools, some are shrieking about it. Nevertheless they form a great build system.
Anyway. Ninja is like an assembler, an alternative to make. Ninja is fed with the output of CMake, so you have to touch the Ninja build files very rarely. In fact you only have to touch them, if you are integrating it into some meta-buildsystem(like the Ninja generator for CMake).
But speaking about another dependency and tools or whatnot. When it comes to Android, it takes the crown for “just another buildtool”. As you might be aware, they introduced Gradle to replace the build tools inside ADT and Ant.
It can also be used for C/C++ builds, but the heart of Gradle is based on Groovey. Another dependency.
No matter, which build system cocos2d-x will utilize in the future, all of them will introduce another dependency. More or less, so to speak.