Trying to build for android on my Windows 10 laptop. SDK, NDK, ANT, python downloaded as per instructions. VC2013 Community is used for the win32 builds.
Win 32 compiles ok, have few griefs on how this looks and how i can change a few things, but will discuss these in another post as they are not so important …
HTML5 compiles just fine.
Android doesn’t want to compile. Always get the same error as detailed below.
does anyone have any idea why this is happening ?
I tried to compile with every SDK from 10 to 22 and i always get exactly the same result.
I tried to build gen-libs and i see only win32 and armeabi being generated. Does this have something to do with the issue at hand ?
Any help is much appreciated as i am at a loss on what is going on and i have to deliver the package ASAP …
@slackmoehrle Any ideas ? I am really stuck here …
I am seeng errors all over the place…
while trying to
cocos gen-libs -m release -p android --app-abi armeabi:x86
i get:
I created this project with cocos studio
and am running as per the documentation these commands inside my project directory.
I thought that maybe for some reason the standard libraries where not pre built so i run the gen-libs command.
that didn’t go ok though as you have seen …
I spent the past 10 hours recreating the whole game without using Cocos Studio, a daunting task at such a late stage of the project, and apparently it seems that there is no issue compiling it.
I have not downloaded anything new, nor changed any version or anything in my code. I merely created a new project via command line and started porting everything from the old to the new project.
Haven’t finished yet, It will take a LOT of time, but so far it compiles without a problem …
I must stress that this is NOT GOOD.
If cocos studio has issues / is not yet ready for prime time DO NOT advertise it / offer it for download. This is definitelly not production ready / stable software. Put it aside and relaunch when it is ready / stable / debugged etc.
These things can cost dearly. I just lost a deadline over this and neither me or my customer is happy…
I hear what you are saying. Thank you for the feedback. CocosStudio is definitely under active development.
But I have to ask, so I understand the workflow. So you made a project in Cocos Studio and never compiled it before you needed to submit to your customer? Otherwise, wouldn’t you have know long before the deadline of the issues? Or was it working and something broke after an update?
The project was created with Cocos Studio. I created several scenes inside there.
I made all my tests in the simulator and exported to web and to win32.
Everything was working there with no issues and since the simulator has a device mode that targets specific devices and that showed absolutely no problems, i only exported to android once in the very beginning of the project.
At that point the compilation was successful and everything worked as expected.
Now that i finished the whole project i went on to compile everything native (iOS and Android) and it didn’t work.
The Android had the above stated issues that were overcome only when i created a new project and ditched all Cocos Studio made things and iOS would complain that it couldn’t find the cocos static libraries that were expected in a wrong directory. That was trivial to correct, i only had to remove and reattach them to the project. And another option (bitcode?) was also wrong and had to change it…
The whole experience using the JSB is frustrating. I had used Cocos2D-iphone when it was first created and up to the early 1.x versions and was very happy with it. I decided to use Cocos in this project so as to re familiarize my self in preparation for upcoming projects.
The problems i see:
The documentation is not very helpful. There are many articles about every topic most of which are outdated and the rest cover only the extremely basics.
There is no usable visual editor.
Creating a multiple assets project that will use them according to the native resolution is a pain. This should be automated.
Cocos is a very mature and strong engine, but compared to other engines that “just work” and have plenty of support, tutorials and documentation it is lacking. Since it is mostly feature complete why not concentrating in improving the documentation and creating and maintaining advanced tutorials that illustrate solutions to the issues we face every time? I would happily pay a reasonable fee for them and some support even in the form of skype or teamviewer sessions. I would happily pay a reasonable fee for Cocos Studio IF it was extensive, finished and well maintained. And i wouldn’t mind if it was per project or yearly as long as it was reasonable.
This engine is used by thousands but my belief is that all these issues pose a significant barrier to entry of newer / inexperienced game developers …
Just my two cents and only in the spirit of honest feedback, never ment to be hostile or anything.