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anudeepallianceLikes 0Problem Description
Hi i ve followed all the steps in Cocos2d-JS lesson 5: setting up for Web course, when i run the "cocos run" command from the terminal the web page does open but its an infinite loading screen and the game doesn't actually start i ve double checked to see if i have followed all the steps properly but it just doesnt seem to work page just keeps loading… please assist
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Sonar Systems adminLikes 0
What version of everything are you using and can you list our all the step you are taking please so we can get a better understanding to help you resolve this issue.
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anudeepallianceLikes 0
Hi i m using cocos2D v3.7 JS version, mac os x 10.10.4 yosemite, I have a screenshot of the pro blem is there a way i could upload it or send it to you to be clear, i am following the steps excatly as you mentioned in the lesson: here is the terminal commands copy :
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iMac:~ Zeus$ cocos new FullGame1 -p Zeus.fullgame -l js -d /Users/Zeus/Web
Running command: new
> Copy template into /Users/Zeus/Web/FullGame1
> Copying directory from cocos root directory...
> Copying files from template directory...
> Copying cocos2d-x files...
> Rename project name from 'HelloJavascript' to 'FullGame1'
> Replace the project name from 'HelloJavascript' to 'FullGame1'
> Replace the project package name from 'org.cocos2dx.hellojavascript' to 'Zeus.fullgame'
> Replace the Mac bundle id from 'org.cocos2dx.hellojavascript' to 'Zeus.fullgame'
> Replace the iOS bundle id from 'org.cocos2dx.hellojavascript' to 'Zeus.fullgame'
iMac:~ Zeus$ cocos new WebOnly1 -p Zeus.webonly -l js -d /Users/Zeus/Web --no-native
Running command: new
> Copy template into /Users/Zeus/Web/WebOnly1
> Copying directory from cocos root directory...
iMac:~ Zeus$ cd /Users/Zeus/Web/WebOnly1
iMac:WebOnly1 Zeus$ cocos run
Running command: compile
Building mode: debug
Running command: deploy
Deploying mode: debug
Running command: run
Starting application.
Try start server on 127.0.0.1:8000
Serving HTTP on 127.0.0.1, port 8000 ...
127.0.0.1 - - [08/Aug/2015 10:45:43] "GET / HTTP/1.1" 200 -
127.0.0.1 - - [08/Aug/2015 10:45:43] "GET /res/loading.js HTTP/1.1" 200 -
127.0.0.1 - - [08/Aug/2015 10:45:43] code 404, message File not found
127.0.0.1 - - [08/Aug/2015 10:45:43] "GET /frameworks/cocos2d-html5/CCBoot.js HTTP/1.1" 404 -
127.0.0.1 - - [08/Aug/2015 10:45:43] "GET /main.js HTTP/1.1" 200 -
127.0.0.1 - - [08/Aug/2015 10:45:43] "GET /res/favicon.ico HTTP/1.1" 200 -
once this is done the web browser with the url 127.0.0.1.8000 opens up with a black infinite loading screen and my web only version of the project is just 364kb for some reason as opposed to 5mb in your lesson
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Sonar Systems adminLikes 0
Try running your project in Cocos Code IDE and launching it via a browser from that and let us know how it goes.
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anudeepallianceLikes 0
Alrite, the Cocos Code IDE lessdons i havent yet watched i assume this has been shown in the upcoming lessons ? i have watched until lesson 5 only…..
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Sonar Systems adminLikes 0
Use this series for Cocos Code IDE http://www.sonarlearning.co.uk/coursepage.php?topic=game&course=cocos-code-ide-v2
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anudeepallianceLikes 1
Alrite will do.. thank you….
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Sonar Systems adminLikes 0
Your welcome :D
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anudeepallianceLikes 0
Hi it works with Cocos IDE on a web browser, so i can continue with my lessons on the Cocos-2d-JS training with this IDE ?
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Sonar Systems adminLikes 0
Yes you can :D
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anudeepallianceLikes 0
Which one do you suggest ? i believe with the release of Cocos IDE future projects are more desired to work on the Cocos IDE itself rite…. since all platforms are supported if working on a MAC
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Sonar Systems adminLikes 0
Yh they are pushing Cocos Code IDE but the other IDE’s are better for platform specific integration such as Ad Networks.
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anudeepallianceLikes 0
Ok so you would suggest using xcode for IOS and android studio for Android development?
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Sonar Systems adminLikes 0
Xcode yes but for now Eclipse is still better for Cocos2d-x Android development
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anudeepallianceLikes 0
google has support for eclipse plugins right ? do u still suggest to go with eclipse for android development and is support for android studio with Cocos-2d-JS scheduled for anytime soon ?
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Sonar Systems adminLikes 0
Eclipse supports plugins.
We still recommend Eclipse.
Android studio supports Cocos2d-x now but Eclipse works better with external frameworks such as AdMob and Chartboost.
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