cocostudio的一个问题

another_wood 2015-12-20 12:09:09

是本木头写的那本书,在写血条(要死了要死了)那里。
编译通过,resources也没问题,但是打开后那个斧头人却动不了,有人有类似的问题不
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li843217673 2016-03-25
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我在笨木头的书中的第一个游戏事例中也遇到了问题,编译通过,加载标签控件和进度条控件时出问题。
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麻烦大神看一下我的问题,困扰我好久了http://bbs.csdn.net/topics/391910677
another_wood 2016-02-29
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thx 再问你个问题,如何很快的成为独立游戏制作人? 有好的线路和方法吗? 现在水平属于菜鸟 @musicvs
笨木头 2015-12-22
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是点击兽人就改变血量吗?如果我没记错的话,有没有看到右边属性,有个【交互】,把它勾上试试。
V0.2.4.1 版本更新说明 UI编辑器: 1. 解决UI编辑器0.2.4.0版本因为透明度引起的问题。 2. 解决锚点重新打开不正确的问题。 3. 层容器颜色设置在属性窗口添加了填充颜色开关。 4. 解决了重新打开工程后根节点panel大小为0的问题。 Coco2dx_v2.1.4e: 1. 修复:cocos2dx 2.1.4d 频繁切换Armature例子导致崩溃的问题。 2. 修复:cocos2dx 2.1.4d中文乱码的问题。 3. 完善控件颜色和透明度设置。 V0.2.4.0 版本更新说明 UI编辑器: 1.UI编辑器增加锚点功能 2.UI编辑器层容器和滚动层增加颜色修改功能 3.资源窗口增加刷新按钮,可以检测到resource文件夹下的所有文件; 4.支持导入ccb文件。 动画编辑器: 1. 增加修改动画播放速率的功能; 场景编辑器: 1. 修复背景音乐无法路径无法导出的问题。 2. 新增场景编辑器导出json文件格式化导入导出。 Cocos2dx_v2.1.4d: 1. 修改:TestCpp/ExtensionTest/SceneJsontest为捕鱼2的登陆界面。 2. 修复:CCComAudio组件保存预加载音乐文件的名称。 3. 修复:GUIComponent 无法通过场景编辑器定义名称获取的问题。 4. 修复:解决输入框windows下删除中文字变乱码的问题。 5. 删除:UIGradientPanel,渐变色功能合并入UIPanel; 6. 修复:读取json文件,输入框不显示问题; 7. 添加:UILayer输入处理,可开启或关闭UILayer的输入事件; 8. 修改:切换场景再次调用UI动画没有效果的问题CocoStudio安装包 版本号:v0.2.4.1 类型:Windows应用程序 更新时间:2013年7月16日
About CocoStudio is a game development tool kit based on Cocos2d-x. It breaks down tasks in game development into different roles, it includes: UI editor for UI graphic artists, Animation editor for graphic artists, Number cruncher for game data designers, Scene editor for game designers CocoStudio forms a complete game development solution. The UI editor The UI was designed to serve its only purpose: create UI for games. Its simple and intuitive interface allows graphic artists to focus on their expertise, without worrying about other aspects such as programming. Currently the UI editor has 12 different UI elements ready to be used in games, new UI elements will be added with each and every release of CocoStudio, Other key features that the UI editor supports are: Texture packaging - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. Multi-resolution adaption - Automatically adapts to multiple resolution sizes with relative UI positioning. Templating - Reuse the same UI layout across different games, swap out texture resources to give it a new look. The Animation editor The Animation editor was designed to feel like Adobe Flash, which makes graphic artists feel right at home. The Animation editor brings skeletal animation to Cocos2d-x. What advantage does skeletal animation holds against the traditional frame animation? Lower memory consumption - An animation with the traditional frame based solution could use dozens of individual textures, but with skeletal animation, only 1 set of body parts is required to make infinite number of different animations. Smaller file size - due to less number of assets. Animation blending - you can combine animations together to easily make new animation, for example, you could blend attacking animation with walk animation to create "attacking while walking animation". Animation reuse - you can share skeletal animations with another character with the same skeleton setup. Smooth interpolation - traditional frame based animation is very choppy especially in slow motion. Skeletal animation interpolates between 2 sets of key frames, so animation is always played at the same frame rate as the game. However Skeletal animation cannot replace the traditional frame based animation, for example, it cannot make isometric character, it cannot make explosion, that is why we did not forget frame based animation, we even made it better and simpler. You only have to drag and drop frame sequences to the work space, and the animation editor will automatically creates the frame animation for you. Other highlight of Animation editor includes: WYSIWYG collision box editing - editing collision box in wysiwyg way has never being easier and accurate. Reference point - enables characters to wield swords, mount horses, and attaching other objects easily. Texture packing - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. The Data Cruncher The data Cruncher imports excel tables and converts the data into a format readable by cocos2d-x, which can also be used as a component for the Scene editor. The Scene editor The scene editor pieces all the assets made by the UI editor, Animation editor, and the Data Cruncher into a game scene, it can then simulate the game inside the editor. The scene editor also supports many assets made from third party editors such as particle designer, tiled etc. The scene editor relies on the CocosStudio Framework. CocoStudio Framework CocoStudio Framework is an open source higher level framework on top of Cocos2d-x, it employes entity and component system, it is used to read the data saved from the scene editor. The Scene editor saves data in a MVC like fashion, it includes all entities and events used in the current scene, and exports to corresponding code template for the programmers. A programmer can then write the code in Javascript to bring the game alive. CocoStudio的安装 1.CocoStudio的运行平台是Windows操作系统,推荐使用Windows7操作系统。 2.安装CocoStudio之前,确保电脑中安装了.Net 4.0 Framework 3.安装目录尽量不要在C盘的Program Files文件夹下,可能会导致启动器无法启动编辑器。当然,通过“以管理员身份运行”的方式也可以打开软件 4.在Xp和Windows8的操作系统下,可能会出现的闪屏或无法运行的问题。这个问题会尽快修复

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