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I'm using CocosBuilder 3.0 (Alpha 4), and it seems that after using ImageOptim on some images referenced in .ccb files the program crashes. To produce, I just open the .ccbproj and go to open a .ccb file.
If I checkout the version of the image before ImageOptim was used on it, it works fine (until it finds another file it has a problem with). If I checkout all the files then it works fine. I've tried deleting the cache too. No luck. It seems that not all of the images cause problems, as I can open some screens without problems.
Oh well, it's not such a big deal anyway - the workaround I'm using is:
Revert ImageOptim commit locally.
Make changes to .ccb files as before.
git stash the changes
Do a git reset --hard HEAD^
Unstash the changes and commit
There's not much work left to be done on this project, so this will get me to the end of it at least! So no need to worry yourself with it for my sake.
I imagine that SpriteBuilder will eventually add Cocos2dx compatibility.
Hey I had a look at this and it's down to ImageOptim converting it to a monochrome image and CocosBuilder not being able to re-size it due to failing to create a bitmap context to render into.
I'm using CocosBuilder 3.0 (Alpha 4), and it seems that after using ImageOptim on some images referenced in .ccb files the program crashes. To produce, I just open the .ccbproj and go to open a .ccb file.
If I checkout the version of the image before ImageOptim was used on it, it works fine (until it finds another file it has a problem with). If I checkout all the files then it works fine. I've tried deleting the cache too. No luck. It seems that not all of the images cause problems, as I can open some screens without problems.
The output from System.log is here: http://pastebin.com/7m589aFS
Is there some other log I can provide?
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