How to solve problems with build_native.sh and android-ndk-r7 on cocos2d-x

I’ve upgrade from android-ndk r6 to r7 today and solved some problems I’ve found with awk.

After that I performed a full compilation on cocos2d-x’s HelloWorld to be sure everything else was ok.

I got an unpleasant surprise: it wasn’t.

The following errors show up:

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How to solve problems with Android NDK-7 and AWK

Today I’ve updated android-ndk from r6b to r7.

When I executed

on my Linux I got the following error message:

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How to debug cocos2d-x and Java code using Eclipse

In the post Developing with cocos2d-x for android on Linux I told you how to compile your cocos2d-x and run it on Eclipse.

Now I’m going to tell you how to debug both cocos2d-x native code and Java using MOTODEV Studio for Android (You can use the instructions provided here with plain Eclipse with some extra effort).

Despite the fact I’m writing with cocos2d-x in mind, what I’m going to present here will let you debug any kind of native code mixed with Android / java.

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Developing with cocos2d-x for android on Linux

These days I came across a project named cocos2d-x. It’s a port of cocos2d game engine to C++ that allow us to use the same source code to generate versions for iPhone, Android, MS Window (32 bits) and WoPhones.

In the wiki they explain how to develop for Android on both environments: MS Windows and MacOS.

On Windows you will need to install Cygwin. In my opinion, it’s not a good solution.

Cygwin will occupy a lot of space (around 2.6GB), it’s to slow to compile and it’s hard to debug android’s native code. It’s so hard that folks on cocos2d-x recommends you to develop you game for Windows and after that it gets up and running you compile it for android.

I love to develop on Linux, so when I decided to give a try on cocos2d-x I set up a Linux environment.

It’s what this post is about: how to compile cocos2d-x for android using a Linux distribution (as you may already guessed by the title of this post).
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