How to convert iOS and Mac OS X Cocos2dx App to Android App?
Is it possible to develop Android App with some Android simulator without physical Android device?
Cocos2d-x version 3.9.
How to convert iOS and Mac OS X Cocos2dx App to Android App?
Is it possible to develop Android App with some Android simulator without physical Android device?
Cocos2d-x version 3.9.
Yes bro ! you can use built-in Android emulator :))) (which is quite slow) or Genymotion !
Convert iOS and Mac OSX to Cocos2d-x :)) . Ez bro , you can contact me on hangout or facebook or . My email is redclousteam@gmail.com (e-mail me first pls) . I can show you how . Or you can just wait few days , I am going to write a tutorial 'bout it .
What version of Cocos2d-x are you using?
If you don’t already have a proj.android directory, I would do the following:
cocos new ... to create a new project.hey slackmoehrle ! I know this is so wrong ! but if you have time , pls consider my problems pls . [SOLVED] Box2d physic lag when play sound ? (Videos include)
Thank you so much
I really need help
I don’t have a lot of Box2D knowledge. I usually use the built in Physics.
Hi guys, thank you very much for such kind help.
I am using Cocos2d-x - cocos2d-x-3.9 version.
I have proj.android directory there.
I am not completely sure how to edit Android.mk and Application.mk. But it looks like that I should add all source CPP files which needs to be compiled to Android.mk file.
I do not know how to test it with Android emulator.
Which operating system is better for Cocos2d-x Android development? I can use both Mac OS X or Windows 8 (or Linux).
I am trying to install Genymotion.
Which development IDE do you recommend for Cocos2d-x Android development?
These are all a matter of personal preference.
I always test on hardware as the emulators are slow.
I use a Mac.
I just used a terminal and a text editor.
My Mac is hackintosh - PC with installed Mac OS X. It works more or less optimally, although there is some little space for possible improvement of things. It can be used for development.
I do not have physical Android device, that it is why I am asking.
Going to try it here for now.
ghost2shoter, Thanks for trying to help. But the email seems to does not work. Delivery Status Notification (Failure)
I have Cocos Studio 2 installed, which allows precompiled libraries to be used for ultra fast iOS and Mac app compilation in XCode. Do you think that precompiled libraries can be used for Android app compilation? Does Cocos Studio 2 have installed precompiled libraries for Android also? If yes, how to use it, please?
My project consists of png files in various resolutions, multiple audio files in WAV format. CCBI files and ccbResources (generated from Cocos Builder), one pdf file, in addition to CPP source codes.
I think you have Cocos installed. Studio doesn’t have anything to do with the pre-compiled libraries.
Cocos has both iOS and Android and you can also make them from the source in GitHub anytime by running cocos gen-libs ...
Yes. I have Cocos installed. You are right!
But how to use it for Android compilation?
It reports me this when I try to compile my project for Android.
python build_native.py
Please use cocos console instead.
There isn't any available platforms.
Traceback (most recent call last):
File "build_native.py", line 43, in <module>
build(opts.build_mode)
File "build_native.py", line 28, in build
raise Exception("Build dynamic library for project [ " + app_android_root + " ] fails!")
Exception: Build dynamic library for project [ /Users/nov/Documents/CocosProjects/Hello/proj.android/../ ] fails!
you use cocos compile ....
Posting your email address to a public forum invites spam, at the very least! You can PM people from here so I’d recommend editing your post to remove you email address.
thank for advice
And I block about 10-15 spammers a week here.
Thanks to ghost2shoter, I am now able to compile hello world app for Android and run it in Ganymotion emulator!
That is great!
Now I try to compile my original iOS and MAC project for Android platform, but I am getting this compilation error. Could you help me, please?
In file included from jni/…/…/…/Classes/Classes/AboutScreen.h:16:0,
from jni/…/…/…/Classes/Classes/AboutScreen.cpp:9:
/Users/pavel/Documents/CocosProjects/testproject/proj.android-studio/…/cocos2d/cocos/editor-support/cocostudio/…/cocosbuilder/CCBMemberVariableAssigner.h:52:108: error: ‘Value’ in namespace ‘cocos2d’ does not name a type
virtual bool onAssignCCBCustomProperty(cocos2d::Ref* target, const char* memberVariableName, const cocos2d::Value& value) { return false; };
try USING_NS_CC; instead of using namespace cocos2d;
aren’t these the same?
oh ! I didn’t know that , I thought using namespace cocos2d; is for old version