Tutorial: cocos2d Xcode Project: Contributing to cocos2d-iphone (just the concept) Comments Feed" href="http://www.learn-cocos2d.com/knowledge-base/tutorial-professional-cocos2d-xcode-project-template/feed/"/>

Tutorial: cocos2d Xcode Project: Contributing to cocos2d-iphone (just the concept)

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I don't fully cover contributions to cocos2d-iphone, only the concept. I think that would go too far here. If you are interested to learn this let me know.

Download Lesson PDF

The concept

You'll need to fork the cocos2d-iphone repository on github. Then you'll download this version and make your changes. When you're done with your changes, you can upload them with this command sequence:

git add .
git commit -a -m "describe what you have changed/added here"
git push

At that point your changes are still only for you, they are in github but only in your fork of cocos2d-iphone. To make the changes public you need to merge your fork back to cocos2d-iphone. Please consult Ricardo before doing so. At the minimum your change needs to be a bugfix for a reported bug, or an enhancement that a lot of people would appreciate. If that's not the case just keep the changes in your fork of cocos2d-iphone. That way you can update to the latest cocos2d-iphone without having to throw away your personal changes to the engine because git will help you merge your changes with any changes made to cocos2d-iphone.

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170 Responses to “Tutorial: cocos2d Xcode Project: Contributing to cocos2d-iphone (just the concept)”

  1. Carl says:

    I get “cocos2d.h:No such file or directory” when trying to #import “cocos2d.h”

    what am I missing?

  2. vik says:

    This tutorial is toooo long.

    Is there a short version ? I spent two hours on this and as I expected nothing works.
    For begininers its not going to work

  3. Norm says:

    Great info! Thanks! However, the script is building the .ipa file before it does the codesign step. Have things changed in Xcode? How do I get the script to run after the codesign step?

  4. zutroi says:

    I tried twice to follow your tutorial step by step using cocos2d 0.99.5-rc1, Xcode 3.2.5 and iOS 4.2.1, but I keep having problems when building and running on device.
    The weird thing is I have no problem at all running the template on simulator!
    To be more clear:
    I’m trying to build and run following the final step of “Getting our Project Template to build minimal cocos2d code” section.
    Running on simulator works perfectly, running on device (iphone4) crashes after splash screen with this message on console:
    “Program received signal: “EXC_BAD_ACCESS”.
    warning: Unable to read symbols for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1 (8C148)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib (file not found).
    Previous frame inner to this frame (gdb could not unwind past this frame)”
    By stepping with debugger I found the app crashes on line 98 of AppDelegate.m:
    “// make the View Controller a child of the main window
    [window addSubview: viewController.view];”

    I see there are little differences from your (great) tutorial and Xcode/cocos2d new templates, mainly for the use of RootViewController, may this crash be related? (I already added RootViewController.* to my template)
    Has anyone found a fix to this problem?
    Please please please help me, this thing is driving me crazy =/
    Thanks

    • It might be related. Have you tried the version on github? https://github.com/GamingHorror/cocos2d-project
      That version is tested with 0.99.5

      But I recently started getting those “could not unwind” errors … I was able to fix them by changing the compiler in all referenced projects back to GCC.

      • zutroi says:

        Bingo!
        Thanks a lot, you point me to a fix.
        I had already tried with your latest github version, without luck.
        I followed your suggestion, changing the compiler to GCC 4.2 on all projects (both cocos2d-project and cocos2d-ios) and it worked!
        I suppose the problem was in compiler setting for cocos2d-ios, it was set to LLVM compiler 1.6.
        If I set compiler to different version for the two projects, I always get that crash, when using same gcc version, everything is ok.
        I tried also with LLVM GCC4.2 on both projects and it works too.

        Probably I never met this problem since using cocos2d built-in templates everything get compiled using gcc without further setting.
        Thanks a lot for your tutorials… and for fast replying too ;)

  5. Paris says:

    Hi Steffen

    To upgrade a project created with your template from e.g. 0.99.5 rc1 to the final 0.99.5 I just need to copy over the cocos2d-IPhone folder?

    I would assume yes but thought of asking since it does not clearly covered in the main points/links at the top of this tutorial

  6. Mehdi says:

    I receive a lot of EAGLView may not respond to …xxx warnings, and I believe these are the undeclared selectors you are mentioning in your comment. How can I fix it? Only with turning off the treat warning as error option or also by changing the code?

    I didn’t understand where to implement the code from your comment on this tutorial.

  7. rastermax says:

    Hi
    1st: GREAT job on this PDF. Realllly appreciated.

    I just did the first part up to Helloworld with the 99.5 version. (up to page 43 of pdf)

    You might want to update a bit, the part where we get the AppDelegate from Helloworld sample : since in 99.5 Cocos changed the samples so that for exemple main.m does not exists main() is in the delegate.m file.

    Continue the great work.

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