Concerning this new Vimeo API version 3, I have managed to implement the functionality that allows you to:
- Generate an authorization URL.
- Get an access token.
- Call an API method and get a deserialized JSON response in form of a Dictionary<string,object>.
The source code is available under MIT license on GitHub. For more information on using it, take a look at the Readme.txt file in the project. Meanwhile I will be working on implementing some straightforward upload functionality like the previous version of VimeoDotNet.
Also if you found this project useful, please don’t forget to donate using the link on the top of my blog! I appreciate all the support and pizza it will allow me to consume!
Remember the game of Simon? MELODIE is a similar but more challenging game of sound and memory, in which you have to memorize an expanding sequence of tiles in the correct order, and tap on them when it’s your turn. Your high scores will be stored on a Game Center leaderboard and you can show the world how awesome your memory is!
Download from App Store: https://itunes.apple.com/us/app/melodie/id903654811?ls=1&mt=8
Download from Google Play: https://play.google.com/store/apps/details?id=com.neatgames.melodie
Sometimes while trying to export an APK using Eclipse, it gives the error “Conversion to Dalvik format failed with error 1.” However meanwhile if you try to run the project normally on a debug device, it launches just fine. For example, this often happens when you try to make an APK out of a Cocos2d-x project.
This error is due to the crapball design of Eclipse (let’s pile more crap on a crap to increase functionality), but fortunately, there’s an easy solution to fix this problem: All you need to do to fix this problem is to disable automatic build from the Project menu, clean everything and retry exporting the APK.
I am pleased to announce that Game of Drones is now out on the App Store for free! In this addictive puzzle-based game, you have to lure the hungry Noise-Activated Drones into black holes and collect the items in each level.
There are three episodes, each with unique game items and mechanics that you will discover along the way, plus two different game modes! If that won’t still satisfy you, there are six mini-games built-in that you can unlock by progressing in the story mode!
Get it on App Store for free: https://itunes.apple.com/us/app/game-of-drones/id870103842?ls=1&mt=8
Buy it on App Store: https://itunes.apple.com/us/app/game-of-drones-pro/id892760932?ls=1&mt=8
Get it on Google Play: https://play.google.com/store/apps/details?id=com.neatgames.GameOfDrones
Read full game description below:
In Game of Drones, you take control of a wanderer through the galaxy and collect the stars in each level without being eaten by Hungry Noise-Activated Drones!
Game of Drones comes in three episodes each containing 24 levels! That’s 72 levels in total! Whoa!
[Pro version contains no advertisement and comes with everything unlocked from the beginning!]
Each episode contains new cool game mechanics and elements! You will discover boxes, keys, pressure plates, teleporters and more! Use everything around you to solve the puzzles faster and with least amount of moves possible! Your performance will be shown on Game Center leaderboards!
Compete with your friends and strangers on Game Center: Solve puzzles, unlock achievements and set your mark on leaderboards.
Game of Drones is not only one game! You earn gems inside the game and you can use the gems to play many different built-in addictive mini-games!
* Raid: Take control of a fighter jet and blast through the enemy territory!
* Mesh: Solve graph puzzles as fast as you can without running out of time!
* Snake: Eat lollipops and survive as long as you can! Literally!
* Tree Massacre: Ski on snow without hitting the trees!
* Fall: Keep the ball inside the screen as long as possible!
Game of Drones never ends! Even if you finish all the 72 levels, you can still keep playing the Arcade mode and Random levels! It will never get boring! Also we will release updates with new episodes and levels regularly!
* High quality textures for retina display
* Gem Mines: Find gems inside games and use them to play the other games
* Achievements: Get +30 achievements and around 1000 game center points!
* Five different mini-games!
* Three totally different episodes, plus Arcade Mode and Random Levels!
* Leaderboards: Compete with the world in many different leaderboards!
* Super Gem Charger: Earn gems faster every couple of minutes!
* Novel user interaction to bring a more engaging experience to the user!
* Regular updates with new newer game modes, episodes and mini-games!
This tutorial is compatible with Cocos2d-x 3.0.
Some features of Cocos2d-x such as EditBox and HttpClient are not in the main libCocos2d project and in order to access them, other projects should be imported to the solution first. In this post, I am going to explain how to import and link external projects to the main game project. This post can also help people with general problems regarding referencing C++ projects in Visual Studio.
First, we need to import the libExtensions and libNetwork projects to our solution. To do this, right click on your Solution in the Solution Explorer window, hover over the Add item and press Existing Project….
The libExtensions.vcxproj project file is located at cocos2d\extensions\proj.win32 and the libNetwork.vcxproj is located at cocos2d\cocos\network\proj.win32. After importing them, you need to link them to your main project.
To add references to other projects, you need to go to the property pages of your main project. Right click on your project and press Properties.
From Common Propertiesclick on the Add New Reference…button and check the boxes next to libExtensions and libNetwork.
One last thing that you need to do before using libExtensions, is to add $(EngineRoot) to your projects include directories. In Property Pages, open Configuration Properties>C/C++>General, and add $(EngineRoot); to Additional Include Directories.
There is one additional dependency that you probably might need to add to the libNetwork project. It requires the libcurl_imp.lib file to build, and we can set this by opening the Property Pages of libNetwork, locating Additional Dependencies at Configuration Properties>Librarian>General and adding $(EngineRoot)external\curl\prebuilt\win32\libcurl_imp.lib; to the beginning of it.
Now you are all set to use libExtensions and libNetwork. For example, to create an EditBox, after adding the #include “extensions/GUI/CCEditBox/CCEditBox.h” line to the top of your file, you can use this code:
nameBox = cocos2d::extension::EditBox::create(Size(width, height), Scale9Sprite::createWithSpriteFrameName(“editBox”));
Note that the classes in libExtensions are located in the cocos2d::extension namespace, and for libNetwork you’d want to look into the cocos2d::network namespace. As an example for libNetwork, in the next section I will show how to send a simple POST request using the HttpRequest and HttpClient classes.
Sending a POST request with Cocos2d-x
To use HttpRequest and HttpClient, you first need to include their header files:s
using namespace cocos2d::network;
Now, let’s assume that we want to send some std::string containing our POST data called data to http://127.0.0.1:1337. We can use the following code snippet to do that:
HttpRequest* request = new HttpRequest();
It’s that easy. Sending GET, PUT and DELETE requests is also very similar, you just need to pass a different HttpRequest::Type to the setRequestType(…) method.