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Viewing 1 to (5 Total) NME vs cocos2d-x |
Total Posts: 94
Joined: March 09, 2012
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Hello!
I just found NME thanks to somebody mentioning on an AIR related post.
I tested the Actuate demo on iOS/Android/Windows/Mac devices, so far it works great 
Sadly we are already in motion to use cocos2d-x in our studio; the same as NME, cocos2d-x
supports a lot of devices, works out of the box, has growing community and the Git repo is active.
However as a medium studio with a lot of Flash experience under our belt
and just some C++ work done for casual games, working with AS3 would be preferable for us.
Pluses of working with NME (IMHO)
- Haxe looks a lot more like AS3 than C++, so programming games must be easier.
- Performance wise it beats AIR
Downsides:
- LGPL SDL makes using it on consoles impossible, we are planning to work for Vita and PSN in the near future.
- A lot of magic I mean at least in cocos2d-x I can put a break on the VisualC++/XCode project if something is going wrong,
here I don't have idea were to start, no OpenGL ES direct calls, no projects, so if HXCPP has a bug I'm worried if we could do something
(not that we can do a lot if cocos2d-x has a bug but at least it seems to me easier to fix/workaround a bug there than with NME).
- No MovieClip support for mobiles (Is this true?, I read it somewhere but can't find the source again) this somehow loses the big advantage of Flash and small vectorized animations. Granted we don't get this in cocos2d-x also but getting support on mobiles would be great and a big point in favor of NME.
I don't want to start a flame war, please consider that I don't want to minimize the fantastic work you guys are doing,
but I'd like to know If I'm missing some important point in this evaluation, please feel free to chime your thoughts and recommendations here.
Thanks!
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Posted on March 12, 2012 at 3:58 PM
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Total Posts: 2192
Joined: August 25, 2011
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Re: NME vs cocos2d-x
Hi! 
I just responded on the other thread regarding SDL. We could definitely look at moving to SDL 2.0 (previously known as 1.3) if we wanted to. Currently for the platforms which do use SDL, we use dlopen to access the library at runtime. This pretty much means that LGPL applies to the native code for NME (stuff in the /project directory) but not your application. However is SDL 2.0 is solid and doesn't present other problems, I bet it would be easy for us to upgrade so we just don't even need to think about it anymore.
I have to say that I have been making projects for one and a half to two years, and I've been amazed at how well HXCPP works. Hugh's done work so that you can get bugs and the call stack returned as your original Haxe class names and line numbers, and NME does support an option for launching the application for debugging in Visual Studio rather than launching it directly from the command-line. If there's debugging you can't do, we can work together to make it easier.
The SWF library does work on mobile. I've personally run SWF-based content on iOS, Android and webOS. There is a lot that the SWF library can do, but there are still some small edge-cases that crop up sometimes. For example, we were supporting embedded PNG, GIF and JPEG graphics, but there was a little bit missing for Flash's special transparent JPEG format to come through, which I fixed. I also noticed today that someone had an "unknown SWF tag" issue when exporting from Illustrator to SWF... it must be using a tag that doesn't normally come from the Flash IDE. I'm going to see if I can reproduce it myself, or with a little sample SWF it should be easy to support it.
Personally, I love that I can test in Flash, on the desktop or on a mobile device. This is a huge time-saver for me. I can do a bunch of my development using either Flash or Neko (which compile almost instantly), then double-check periodically on a mobile device when I want to. I can even target a platform like webOS (which packages and installs fairly fast) before I absolutely have to test Android, which takes longer. I've found NME to be very consistent.
Posted on March 12, 2012 at 4:31 PM
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Total Posts: 94
Joined: March 09, 2012
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Re: NME vs cocos2d-x
@singmajesty: many thanks for the information, I found your nice blog and your post about SWF support on NME. I'll test it more carefully later
I read along the lines that embedded AS3 code is not supported (that is OK) but this also means no gotoAndPLay(), gotoAndStop(), stop() actions. Isn't it?
Posted on March 12, 2012 at 5:14 PM
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Total Posts: 2192
Joined: August 25, 2011
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Re: NME vs cocos2d-x
Technically, but without understanding all of the ActionScript code I bet it would be possible to recognize what these simple commands look like. I'd love to see them supported
Posted on March 12, 2012 at 5:15 PM
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Total Posts: 554
Joined: October 07, 2011
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Re: NME vs cocos2d-x
Hi,
The general idea is to convert the embedded as3 -> haxe, and then compile it native.
The SDL issue : android and ios do not use sdl at all. webOS uses sdl that comes with the device.
Desktops use it, but dynamically link, so as long as you do not have unpublished modifications in the nme code, you should be ok.
For a new target, you have to decide if you want to use native (android,ios) or sdl (eg, blackberry). Native is better for file size and system integration, but is is a bit more work.
Hugh
Posted on March 12, 2012 at 8:45 PM
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