02-15-2012 01:04 PM
For anyone building up a game for the PlayBook with cocos2d-x and the cocos2d-1.0.1-x-0.11.0 release from their site, there's a problem with CCUserDefault you should be aware of. It took me a while to find the solution so thought I should share here in case anyone else is tearing their hair out. Stems from a bug in the QNX implementation of CCFileUtils::getWriteablePath(). It's an easy fix and has already been submitted by someone so I expect to see it in future releases, but for reference here's the post that solved it for me:
http://www.cocos2d-x.org/boards/16/topics/7969?r=8
and the related pull request:
https://github.com/cocos2d/cocos2d-x/pull/707
Just swap in that code and all should be hunkydory no crashy.
02-17-2012 03:35 PM
Thanks for the update! It's really nice to see more and more libraries and communities engaged on porting their work to our platform.
If anyone feel like describing a bit about how the current developer experience with Cocos2D-X is being so far (issues, suggestions), those are also very welcome!
02-18-2012 07:38 PM
Once I've finished my port I'll start writing up a bit about the cocos2d-x experience (especially from the perspective of allowing developers to reach more markets with reduced overhead).
One thing I will say is that it seriously need some improvement on is documentation, so I don't know if there's any resources RIM could throw their way to help with that. First thing to tackle are the quick wins - I shouldn't have to drill into CCNode from CCSprite to find out that the rotation unit is degrees. It'd also be nice to see, with each class, a couple of lines of snippet code as a very basic example. The general impression I get from many of the docs & tutorials is that they're OK if you've used a similar framework, but they do make big assumptions about prior knowledge.
But, with the documentation aside, it's been a very painless process so far for me to port over and android game I made (using libgdx so had to re-write). I'll be doing some refactoring at some point where I've made a bit of a rush job of certain things (fine from the user perspective, but I can't look at the code without cringing), but it does seem to lend itself to you doing exactly as much custom code as you want to achieve your goals. That's something I really appreciate - I'm not forced into one way of doing things.
02-24-2012 02:17 AM - last edited on 02-24-2012 02:19 AM
This someone is me ![]()
This https://github.com/cocos2d/cocos2d-x/pull/730 also maybe useful for someone. It makes me closer to inapp purchases & scoreloop integration.
But now i'm stucked by flickering on purchase windows in simulator. Doesn't know surely is it problem of cocos2d-x or simulator ![]()
02-24-2012 07:12 AM