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22. January 2016


Cocos2D-X, the popular cross platform C++ 2D game library, just released version 3.10.  If you are interested in learning more, I have a full Cocos2D-x tutorial series available here.Cocos2d-x Logo


From the release notes:

[HIGHLIGHT] UI: Rewrite Scale9Sprite and improve the scale9sprite performance and reduce memory consumption.

[HIGHLIGHT] UI: Change PageView to derive from ListView.

[NEW] Core: Added Application::getVersion() to get the app version.

[NEW] UI: Add PageView indicator.

[NEW] UI: Label add three Overflow type to new label, see release note for more information.

[NEW] UI: UIText::clone supports clone the text effect.

[NEW] Label: Add methods to query label effect state.

[NEW] UI: UIRichText support the new line element.

[REFINE] 3rd party: WebP loading improvements WebP loaded as premultiplied alpha if it has.

[REFINE] UI: Slider `setCapInsetProgressBarRebderer` change to `setCapInsetProgressBarRenderer`.

[REFINE] UI: RichText support new line element.

[REFINE] UI: Set focus to Widget when touched.

[REFINE] 3D: Change char* to string in Terrain.

[REFINE] Studio: Merge Studio ActionTimeLine change back into engine.

[REFINE] Studio: Merge Studio changes for compatible withe 32bit Mac System.

[REFINE] Studio: Merge Studio changes for lua-binding, js-binding and simulator.

[REFINE] Mac: Make engine compatible for 32bit Mac.

[REFINE] 3rd party: WebP loading improvements WebP loaded as premultiplied alpha if it has.

[REFINE] Audio: AudioEngine on Linux replace the original SimpleAudioEngine with a new version of FMOD, now AudioEngine support all platforms!

[REFINE] IOS: Add virtual keyword for some render related function.

[REFINE] UI: Fixes boring deprecated warning in HttpRequest.

[REFINE] Network: Fix Downloader bug on iOS & Android platform.

[REFINE] Studio: Fix deprecation warning in SkeletonRenderer.

[REFINE] JS: Add js test case for fix, improve template.

[REFINE] Network: Permit http access to in test projects on iOS.

[REFINE] Network: Crash when removing a remotely downloaded image from texture cache in js-binding.

[REFINE] Win10: WinRT project update version to v3.10.

[REFINE] Console: Add quiet option for Cocos Toolkit.

[REFINE] JS: New GC model for js-binding.

[REFINE] Doc: Fix typos in documentation and comments.

[REFINE] UI: update controlButton size calculate with new Scale9Sprite logic.

[REFINE] Win10: Added missing _USRJSSTATIC preprocessor define for ARM builds.

[REFINE] JS: Added ccvector_to / ccmap_to converted to new js-binding API.

[REFINE] UI: Slider misprint fix.

[FIX] Network: fix possible websocket crash in its destructor.

[FIX] Core: Fix premultiplyAlpha for mipmaps and compressed textures.

[FIX] UI: Fix Scale9sprite rendering error when content size smaller than the sum of leftInset and rightInset.

[FIX] Win32: Fix EditBox crash when removing an EditBox in a scheduler.

[FIX] Android: Fix cannot add view to mFrameLayout when extends Cocos2dxActivity.

[FIX] 2D: Fixed actionNode set at wrong position bug.

[FIX] 3D: Fix the movement of PUParticle lags one frame.

[FIX] UI: Fix the wront argument of setPlaceholderFontName in EditBox.

[FIX] UI: Fix EditBox editBoxEditingDidEnd may use the original text after change the text of EditBox in user script.

[FIX] Audio: Fix `FinishCallback` never be called in Windows.

[FIX] UI: Fix Layout stencil clipping nested with Clipping Node rendering issue.

[FIX] UI: Keyboard doesn't hide when click the screen outside of EditBox on iOS platform.

[FIX] UI: Fix a fatal bug in EditBox implement on Windows platform.

[FIX] UI: Fix edit box setPlaceholderFontName and scale font size issue.

[FIX] Core: Fix memory leak when initWithImage() failed.

[FIX] Network: CCDownloader on iOS is broken in v3.9 js-binding.

[FIX] JS: Bindings fixes for Menu, Sprite and Label.

[FIX] Studio: Remove weak reference in ActionNode.

[FIX] UI: shouldStartLoading method should return value to js in js-binding.

[FIX] UI: Fix scrollview render error.

[FIX] JS: Fix win32 js project crash issue.

[FIX] UI: Button touch doesn't work with scale9 enabled.

[FIX] JS: Fix evalString doesn't return result issue.

[FIX] JS: Fix ComponentJS proxy management issue in JSB.

[FIX] Android: Fix include in cocos network module.

[FIX] Network: Fix web socket crash.

[FIX] UI: Fix TextField missing default password style text setting.

[TEST] S9SpriteTest: Scale9Sprite fade actions with cascade opacity.

[TEST] Web: Remove default focus block from UIFocusTestVertical.

[TEST] Lua: Fix pageViewTest Horizontal scroll won't work in Lua-test.


Cocos2d-x can be downloaded here.

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Why can’t I debug on my Android phone anymore? I think it’s dead Jim
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14. December 2014


So I recently did a complete nuke of my primary daily use Android phone, it’s just one of those things you have to do over time as it gets slower, hotter and your battery life gets worse.  However, the next time I went to debug on Android, ADB couldn’t find it.


This is nothing new of course, on Windows you need to do a bit of a device driver dance sometime to get your phone to work with ADB.  This time however it was different.


Plugged in my device, waited a few seconds and:



Hmmm, that’s not good.  USB device not recognized is certainly a common enough answer, let’s just go install the Google Android USB driver.



Device Descriptor Request Failed… that’s a new one…


Ok, lets Update the driver and point to the Google driver…






Well sh…. er, that didn’t work.  Well it previously worked, maybe I have an old driver kicking around that needs to be purged.  I download the utility USBDeview from here.




I certainly have some old or questionable drivers kicking around.  I am going to clean house in that regard, the nice thing about USB is you can just install the driver again next time you plug the device in, so very little risk here.  Purged the old drivers, scan for hardware changes… nothing.



Hmmmm…  Google indicates it might be a Windows 8.1 problem due to a driver change they made…


Ok, over to my MacBook, let’s see what happens.


Plug in the USB cable… BOOM, instant shutdown.




Ok, this is weird.  Let me try a different USB cable.


Instant shutdown.


Hmmmm…  I’m basically getting the Mac equivalent of a blue screen of death each time I even plug this device in.  Let’s try a different port…


Hey, that worked.  Cool.  Try out “./adb devices”  Nothing.


Hmmmm, this is confusing as hell.  Doesn’t find the device on Windows 8.1 at all, even worse Crashes if I plug in to the right port of my MacBook Air, it “works” if I plug it into the Left USB port, but for charging only.  The device simply isn’t found.


So, at this point I borrow my wife’s identical HTC One phone and plug it in… HTC Manager works, either port, adb devices shows the device.


At this point I can only assume something is wrong with my device…  perhaps the connector is broken, but then I can’t explain why it charges successfully, but data doesn’t work.  Generally that is a cable or driver situation, but when I can get an identical phone to work and detect just fine, I am absolutely puzzled at this point.  The two phones have exactly the same versions… I just did a fresh factory install so I am frankly at wits end.


If any of you have experienced this before or have ideas, please let me know!  Otherwise I think I’m going to be on the market for a new phone soon.

Totally Off Topic

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