I've been creating a Sprite game in swift using the Sprite kit. I've declared the project to be of type game. I've created a folder an appended .atlas to the end of it. I've added this folder to my project. The variables I create for an TextureAtlas work great however all the images appear blank inside the folder and the actual sprites have the white box with a red arrow inside. I've seen many tutorials on how to fix this, and the final thing I have yet to do is enable the texture atlas in the build configurations. When following the apple documentation they say enter "sprite" inside of the search yet nothing appears. I've also seen people say to enter something along the lines of "SPRITE_TEXTURE_ATLAS", but still no to avail. If anyone has any advice on how to set this up that would be greatly appreciated.
Apparently the actual atlas folders had references to the images outside of Xcode causing the pictures to not load correctly at compile time. This is what caused the default white box with an X to appear.
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Hey there stackoverflow!
This is probably actually a really stupid question, but I'm going to ask anyway, because why not.
So I made an app mockup in Sketch, and exported the images. All good, fine, dandy. When I import the images into XCode (still in their respective folders), still - good, fine, dandy. When I try to drag and drop an image from the media library picker in Storyboard; I'm running into a problem.
In Sketch, I used symbols and had some states that were organized, Ex. 'Icons/Toggle/Blue/On' and 'Icons/Toggle/Blue/Off'. The problem is, if I also had a 'Icons/Toggle/Red/On', Media Library is putting all of the 'On' images in one... asset, I suppose?
I can see the images in the media library if I click on the 'On' asset, but I can't choose one to place onto the storyboard view, or even just drag and drop that asset.
Even worse - when I use 'provide namespace' in the assets picker, I can clearly see the images separating:
But when I go back to the storyboard - poof! Gone. And once again, all grouped together.
So - anyone know how to just pick a single image from the long list or will I have to rename everything or... is there some sort of trick?
EDIT: Just to add, I did a clean and a build run; still cannot see the images in Media Library or drag and drop them.
Solved: Though a clean and build run did not work (nor did closing the project/XCode and opening it up again), a full system reset seemed to have done the trick?
So maybe not solved but. Solvedish.
I'm having the problem with LauchScreen in ios, I've prepared multiple images for the Launch Image Source. Also removed the text and the contents from the LaunchScreen.xib file so that the images will be displayed at runtime, yet, only black screen shows up. How am I supposed to prepare and set the image? I've searched similar questions but had no solutions that helped me. I would love to hear some tips and help from you!
Sounds to me like the image referenced in the Launch Image Source has a file extension in all caps, such as "image.PNG" instead of "image.png". Just rename the file extension to the latter and everything should work well.
I'm having a constant issue of particle effects not appearing in the editor. Everything works fine when I first create them, but after some time they stop appearing. I just see the black background, but the particles aren't there.
The only way I'm able to deal with this problem is to delete the node and create a new particle node with the same attributes, which is time consuming and annoying. And then, after a while, the same thing happens to the new particle nodes.
Anyone else experience this?
This happens to me all of time after editing a value and switching to code view of another page. Come back and the preview is gone. Can confirm it is still broken in Xcode 7.3 Beta
There are a couple of home remedies that work until it gets fixed by Apple.
Right click on the file --> Open As --> Quick Look
select a different file and come back and it should work now
or
Close the emitter document with File --> Close “Particle.sks” (Control-Command-W) and reopening it should circumvent the issue.
Hope this helps in the mean time
In our project we are developing an architecture based on plugins.
Each game is set up as a separate plugin and is responsible for establishing the right environment (SceneManager, SceneNodes, Entities, Lights, ...Cameras,..)
In our last game using a charger scenes, each scene is set up as a separate file (format .dotscene) with all resources defined graphics.
Within this videjuego CEGUI configure as GUI and this works flawlessly. But to go out and load another game we found CEGUI strange behavior .
The cursor position is updated fine but the icon above position is not clear screen, this causes it to accumulate on the screen
[Sceenshot 1] https://www.dropbox.com/s/6kuw0yat7r4s2as/ErrorCEGUI.png
Any idea of the cause and how to fix it?
Very thanks,
Miguel
Solved!
For some internal bugs we were creating additional cameras and CEGUI does not work correctly.
After removed those camera and leave on 1 camera and works!
iOS 6 SDK. Xcode 4.5.
Using storyboard and arc. I am making an application that consists of a number of calculators that compute various formulas. On one scene, I'm using 8 UIButtons that have a PNG file as a background image, and they are labelled as different formula categories to allow the user to navigate to 8 different formulas which are contained in 8 different scenes.
I'm using modal segues and am utilizing the [self.presenting dismissViewController] method to dismiss each scene. That all works fine.
On one calculator in particular, I've set up the scene to resemble an actual calculator. I used a UIImageView with a UILabel on top of it to act like a display. Even without code attached to it, when running on my device, I notice that the transition gets hung up when segueing to that scene. I'm not sure why. Also, whenever I hit a button I get a receives memory warning in the console. I'm also showing a leak in instruments.
This app works perfectly in the simulator but not on the actual phone. I'm not sure what's wrong. Could it be my compiler settings? Or is it the fact that I'm not programmatically setting up the button images? Even when there is just a UIImage with a blue picture PNG and a label on top of it, no buttons or a viewcontroller for this view, it still gets hung up.
I'd appreciate any tips or tutorials or just plain tell me what I'm doing wrong lol.
Thanks.
I found out what was wrong. I was using a very high resolution image on each of those buttons. When I replaced it with a low resolution image the memory issue went away