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I'm trying to follow this guide which is often quoted as being an excellent tutorial for Cocos2d-x.

The problem is that my downloads for Cocos2d-x (2.2 and 3.0 alpha0) do not include the file the tutorial indicates, install-templates-xcode.sh.

Any idea what happened here? I did a search for that term, and nothing came up, so I'm assuming it's not hidden deeper in the files.

Out of frustration I downloaded cocos2d-iphone, and that folder clearly has the install-templates.sh file. I'd rather develop for multi-platform, but this simple issue is really bothering me. I simply want to be able to create an Xcode project and choose the cocos2d-x template (as is indicated in the tutorial I linked above).

See the github repositories:

Cocos2d-x

Cocos2d-iPhone

Notice the iPhone repository has the install-templates file.

Maybe I'm missing something obvious, which is usually the case. Regardless, help would be very appreciated.

5 Answers 5

24

It doesn't exist anymore. You need to use create_project.py inside tools/project-creator in terminal.

-> python create_project.py [params] 

example:

-> python create_project.py -project MyGame -package com.MyCompany.AwesomeGame -language cpp 

I know, it really sucks. But it's better for creating multi-platform projects.

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3 Comments

after created project, how can I open it?
Thanks for posting this! I had the exact same problem. Why would they remove the "install-templates-xcode.sh" file?
Can you please elaborate a little bit on how to use crate project.py ? I have same issue.
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@marcg11's answer is valid for Cocos2d-x version 2.*. Script create_project.py doesn't exist in version 3.1 anymore. You should use "cocos" console instead.

E.g. In a terminal go to a folder you want to create your project in and run:

cocos new Cocos2DxFirstIosSample -l cpp -p org.cocos2d.Cocos2DxFirstIosSample 

You may also specify other parameters:

$ cocos new --help usage: cocos new [-h] [-p PACKAGE_NAME] -l {cpp,lua,js} [-d DIRECTORY] [-t TEMPLATE_NAME] [--no-native] [PROJECT_NAME] Creates a new project positional arguments: PROJECT_NAME Set the project name optional arguments: -h, --help show this help message and exit -p PACKAGE_NAME, --package PACKAGE_NAME Set a package name for project -l {cpp,lua,js}, --language {cpp,lua,js} Major programming language you want to use, should be [cpp | lua | js] -d DIRECTORY, --directory DIRECTORY Set generate project directory for project -t TEMPLATE_NAME, --template TEMPLATE_NAME Set the template name you want create from lua/js project arguments: --no-native No native support. 

Comments

3

The README.md file that comes with cocos2d-x v3.2 now says to use the cocos script to create new projects:

cocos new MyGame -p com.your_company.mygame -l cpp -d NEW_PROJECTS_DIR 

reference:

Comments

1

you can start with these templates: http://code4app.net/category/cocos2d

Comments

1

Just take a look on this blog, its has very nice info even you can setup for Xcode 6(beta) also.

I have tested. But one drawback is there its for Cocos2d-x 2.0 version.

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