My Xcode4 cannot find CCRibbon - macos

I installed cocos2D 2.0 beta on my Mac.
But, my Xcode4 cannot find the class of CCRibbon.
So, I look for CCRibbon in the templates, but there is no CCRibbon.
Maybe it's an unstable version I think, but I'm not sure.
How can I use CCRibbon on my Xcode?
Do I install old version of cocos2D?

Cocos2D 2.0 beta does not include CCRibbon, but v1.x does.
I'm not aware of any plans to re-add CCRibbon. I consider it unlikely that it will be added again because it's just one of the classes that were hardly used at all, and would require rewriting the class as a shader program.

Related

Why is the Camera of AreaLearning Demo Sence different from Gankino and IKariotikos Version? Is there a special reason?

Hello? I am a Korean developer who is developing using the Tango Unity SDK.
I'm using the GanKino version and are now updating to the IKarioTikos version.
Is there a specific reason to use TangoCamera instead of Tango ARCamera in IKarioTikos's Demo Sence, AreaLearning?
Actually the change has been made since Gankino's update in may 2017. If you look at the release notes, it says:
SDK updates: The Tango Unity SDK now has a single TangoCamera prefab
that supports the TangoARCamera and TangoDeltaCamera use cases.
What I understand is that they just grouped the different prefabs they used to have (TangoARCamera, TangoDeltaCamera) into one single prefab called TangoCamera. The point is that they didn't update the examples so AreaLearning example still uses the now deprecated TangoARCamera.
Except the fact that they say it is now deprecated, I personnally have no problem of still using TangoARCamera prefab in my app. I might change when the examples and tutorials will be fully updated.
TangoARCamera and TangoDeltaCamera have been deprecated in the latest release. You can just use TangoCamera now. Just remember to enable the TangoARScreen script component in order to enable AR functionality.
I've successfully built and run AR apps with TangoSDK_Ikariotikos_Unity5 on Unity 5.6.3f1 using the above approach. Do note that initial releases of Unity 2017 does not support the Tango downloaded package so best to use 5.6.xxx

Swift compilation discrepancy in version 2.1.1 and xcode 7.2

We have latest Xcode(7.2) having Swift(2.1.1) installed in few mac systems. Here developer didn't find any errors in his code which was checked in, but the same code used at other end were observing errors(most of them related unwrapping variables).
verified all settings and version details not able to find any difference. Any help or suggestions will be appreciated. Thanks
Most likely the machine "at the other end" is not running Xcode 7.2. There is a tool for converting Swift 1.x to 2.x, but not the other direction. But without code sample illustrating the problem, we can't help you much. In addition to shifting unwrapping conventions, there is new syntax later versions of Swift (e.g. guard, error throwing, etc.).
But, if you're going to share a Swift project amongst multiple developers, you probably just want to make sure everyone is using the same version of Xcode. And with Swift progressing as quickly as it is, you might want to encourage everyone to use the latest production version of Xcode.

How to update Kobold2D 2.1 project to MacOS10.10 / XCode 6.1?

we've got a major project written in Kobold2D by Steffen Itterheim, (which is itself a wrapper for Cocos 2.1), and since upgrading to XCode 6.1/OS X 10.10, the new iOS 8 framework seems to render many parts of the Kobold-library and the Cocos implementation unusable, or it seems to need a rewrite.
Has anyone updated a Kobold2D project successfully to iOS8 yet?
Are there simple ways to upgrade it, or is it necessary to rewrite the entire library?
If there are no simple ways to upgrade, has anyone migrated a project from Kobold to cocos 3 yet?
Any hints would be much appreciated!
Averett
PS. I have seen this question: How to convert Kobold2D into a new Cocos2D 3.x project? - but the answer is not very helpful, as this solution would omit iOS 8.
We actually have created a script to make the necessary changes to Kobold2D. You can find it in this post:
https://www.makegameswith.us/gamernews/406/xcode-6-fixes-for-kobold2d
Basically all you need to do is run
curl https://s3.amazonaws.com/mgwu-misc/xcode6_kobold_patch.sh | sh
in the terminal, when you are in the root folder of your project.
I have just compiled my Kobold2D 2.1 project using XCode 6.0.1. It breaks initially at several lines, but it's easy to fix. I only found a couple of errors:
Multiple methods named 'setPosition:' found
Example:
[_target setPosition: newPos];
Fix: cast the object to CCNode
[(CCNode*)_target setPosition: newPos];
Do this for all errors found
You also need to import "ccNode.h" at the top of the file.
Use of undeclared identifier 'MPMovieControlModeHidden'
I found that the #ifdef__ #endif enclosing the offending line was commented out. Uncomment them to fix the problem.

How to update SQLITE3 version of Xcode?

I already searched on the net a way to update the SQLITE3 version of Xcode, but I didn't found any working way. It is a way to do it?
If you want to use your own version of sqlite3, perhaps because you want to use newer features only provided by a later version, then probably the best thing to do would be to create an Xcode static library project to build sqlite3 and then include that library with your app (statically linked). This will avoid using the system version.
This should be fairly trivial, given the number of source files that make-up sqlite3.
You could probably make a dynamic library version, but that's slightly more complicated, though certainly possible.

GLESRender Debug Draw on Cocos2d v2.0

I recently upgraded to cocos2d v2.0 and box2d 2.1.2 and my debug draw stopped working. The game still works fine but the bodies are not being drawn anymore. Ive read it has something to do with the fact that cocos2d v2.0 uses GLES 2.0 but nobody has been able to give me a solution, the forums have not responded.
Chipmunk debugdraw also broke but I got a CPDebugLayer class file and i restored it. Box2d is the only one I've been unable to get working properly.
Anybody run into the same situation?
First, install the cocos2d 2.0 templates in the usual way:
./install-templates.sh -f
Then create a new cocos2d with Box2D project from the template. Replace your project's GLES-Render.h/.m files with the ones from the cocos2d+Box2D template project. That should be all.
It's worth mentioning that if you did any custom OpenGL drawing in your app, you will have to modify the rendering code to use OpenGL ES 2.0 functions exclusively, even if the old code still compiles. Some OpenGL ES 1.1 functions are still available and you can use them, but they usually don't work or worse cause OpenGL errors. That can have a variety of rendering side-effects.

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