Flixel for NME

Hi all! I'm currently working on flixel to NME port and I have test project but doesn't have any mobile device to test it. I'm looking for someone to help me testing my port. Can someone test my sample project on his / her device? You can find test pro…

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Flixel for NME

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Hi all!
I'm currently working on flixel to NME port and I have test project but doesn't have any mobile device to test it.
I'm looking for someone to help me testing my port. Can someone test my sample project on his / her device?
You can find test project here:http://github.com/downloads/Beeblerox/HaxeFlixel/FlixelNME_13.10.20...
It's successfully compiling to cpp and flash targets on my PC and I want to know how it working on mobile devices.
This port isn't complete (I have to rework some methods and classes).
P.S. There will be new test demoes soon

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Posted on October 12, 2011 at 2:04 AM

Chman

Chman
Total Posts: 51
Joined: September 12, 2011

Re: Flixel for NME

Flixel uses copypixels & draw methods on BitmapData, and so is your code.

I can tell you it'll be slow on iPhone 3GS and older as soon as you get a few sprites on screen with basic transformations. It'll run better on iPhone 4+ but it'll be far from being perfect. Same goes with Android phones. I tried this rendering technique a few weeks earlier (blitting BitmapData), and although it's blazing fast on the desktop, it's definitely not the way to go if you want to target mobiles.

Rule of thumb for mobile devices : avoid copypixels & draw methods. Use the display list with Bitmaps or DisplayObject with graphic.drawTiles / drawTriangles. From my own tests, that's the fastest way to go.

Posted on October 12, 2011 at 11:39 AM

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Re: Flixel for NME

Thank you for advice. I'll try to rework render pipeline using it.
But let me know if you could try compile test project (from first post) and try to execute it on device. Does it work or you get an error?

Posted on October 12, 2011 at 11:50 AM

Chman

Chman
Total Posts: 51
Joined: September 12, 2011

Re: Flixel for NME

I don't have the time right know to compile and test on mobile, I'll try it in next few days and get back to you.

But if you can successfully compile and run it with hxcpp, it should work out of the box on mobile smiling

Posted on October 12, 2011 at 12:01 PM

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Re: Flixel for NME

Thank you for your participation. I'll wait for your next reply and continue my work with port

Posted on October 12, 2011 at 12:08 PM

jorul

jorul
Total Posts: 31
Joined: September 02, 2011

Re: Flixel for NME

I would try it on iphone, but it doesn't work for me. Generating project don't give any errors, but compilation in xcode produces some errors. Probably problem is in other place because for flash target I get that:

Source/org/flixel/FlxSave.hx:132: characters 8-49 : flash.net.SharedObjectFlushStatus should be String
Source/org/flixel/FlxSave.hx:134: characters 6-47 : flash.net.SharedObjectFlushStatus should be String
Source/org/flixel/FlxSave.hx:141: characters 6-47 : flash.net.SharedObjectFlushStatus should be String
Called from ? line 1
Called from InstallTool.hx line 404
Called from a C function
Called from InstallTool.hx line 84
Called from a C function
Called from installers/InstallerBase.hx line 112
Called from installers/FlashInstaller.hx line 37
Called from installers/InstallerBase.hx line 1005
Called from InstallTool.hx line 219
Uncaught exception - Error running: haxe Export/flash/haxe/release.hxml

Posted on October 12, 2011 at 12:46 PM

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Re: Flixel for NME

I'm sorry, i uploaded wrong archive. I replaced test archive. You can download it from the same place:http://github.com/downloads/Beeblerox/HaxeFlixel/FlixelNME_13.10.20...

Posted on October 12, 2011 at 2:11 PM

rocks

rocks
Total Posts: 35
Joined: October 10, 2011

Re: Flixel for NME

Hi Zaphod,

Thanks for your effort! Your demo does work on my Huawei C8500 phone (Android 2.2),
See this linkhttp://www.haxenme.org/forums/general-discussion/supported-devices/... for the detail of the device.
The fps is on probably 3-4, but I'm still excited since this devices is very low-ended and your porting is not well optimized yet I guess.
BTW, I just noticed that there'are lots of error messages generated in console:
E/GameActivity(15159): java.io.FileNotFoundException:
I/GetFontFile1(15159): Could not load font .
E/GameActivity(15159): java.io.FileNotFoundException: assets/data/nokiafc22

and you can see in attched snapshot, the text on buttons does be missing.

Rocks

Attachments: fixel.png
Posted on October 14, 2011 at 3:11 AM

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Re: Flixel for NME

Thank you, rocks! I know that my port isn't optimized for mobile devices and will continue my work in this direction. Wait for news on port progress.
I'm very excited about haxe and nme crossplatform possibilities!

Posted on October 15, 2011 at 9:29 AM

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Re: Flixel for NME

Hello everybody! It's been 2 months since last post here and I have some news.
I'm working on new render system for flixel which uses drawTiles() method instead of bitmapData's draw().
This work isn't complete yet, but I want to show you current progress and ask you to test it on your devices (I still do not have any smartphone smiling ).
You can find test project here:http://github.com/downloads/Beeblerox/HaxeFlixel/FlixelNME_11.12.11...
Details about port specifics described here:http://github.com/Beeblerox/HaxeFlixel/wiki/Differences-between-Fla...
Todo list is here:http://github.com/Beeblerox/HaxeFlixel/wiki/TODO-List-For-The-New-R... but in general I have to remake rendering of tilemaps.
I'm counting on your reports about test results (fps) and I hope to finish this project by the New Year.

Posted on December 11, 2011 at 11:21 AM

wtsnz

wtsnz
Total Posts: 74
Joined: September 11, 2011

Re: Flixel for NME

Wow Zaphod! It's working great on my touchpad, 38 FPS!
If I get the chance, Ill try it out on my iPhone 4 and First Gen iPad.

Thanks!

Posted on December 11, 2011 at 1:18 PM

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Re: Flixel for NME

Really? I'm excited about it. I had doubt that perfomance gains would be negligible. Now I now that my work isn't wasted. I'll double my efforts on this process.

Thank you for testing!

Posted on December 11, 2011 at 10:41 PM

rocks

rocks
Total Posts: 35
Joined: October 10, 2011

Re: Flixel for NME

Hi Zaphod,

Thanks for the great work! The demo now runs in my Huawei C8500 on about 10 fps, I think it's really amazing since this device is very low-ended and without GPU!
The font problem still exists, i.e. "nokiafc22.ttf" is not successfully loaded, however it might be a NME issue since it's not a isolated case.
It's a really exciting progress, thanks again!

Rocks

Posted on December 12, 2011 at 11:45 AM

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Re: Flixel for NME

Thank you, Rocks.
I'll try to fix this problem with fonts (it might be in assets management code and I'll change this). I hope that I'll present another demo by the end of the week.

Posted on December 12, 2011 at 12:12 PM

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Re: Flixel for NME

I'm happy announce that I'm finally released my port (pushed it to main branch of repository).
This release contains port of Adam 'Atomic' Saltsman Mode demo also. But it use keyboard for input. In couple of days I'll update it to touch interface.
You can download code here:http://github.com/Beeblerox/HaxeFlixel/zipball/flixelNME...
Page for information about differencies between flash and cpp target is located here:http://github.com/Beeblerox/HaxeFlixel/wiki/Differences-between-Fla...
I want to know your opinion on it. And thank you in advance

Posted on December 19, 2011 at 6:21 AM

ilovepixel

ilovepixel
Total Posts: 7
Joined: September 13, 2011

Re: Re: Flixel for NME

Thank you very much for this!, I was building a game framework using nme, but with this I can relax and you do the games.
I'll be sure to test it out.
//Edit: Does it support html5 target?

Posted on December 20, 2011 at 10:25 PM

flashtang

flashtang
Total Posts: 42
Joined: December 20, 2011

Re: Flixel for NME

Is there a way output .ipa for iOS target ?
If no , will it be a future feature of nme ?
Thanks smiling

P.S. Sorry ,how can I start a thread ?

Posted on December 20, 2011 at 11:57 PM

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Re: Flixel for NME

@ilovepixel Currently it doiesn't support html5 target but I'm thinking about it.

@flashtang iOS is one of the NME's targets. So if you have Mac (or hackintosh) you can build apps for iOS.
To start new thread: Open apropriate forum page ("Programming with Haxe", for example), click link "Start Discussion" at the bottom of the page and fill the form (Subject and Message fields), then click "Post" button.

Posted on December 21, 2011 at 1:02 AM

rocks

rocks
Total Posts: 35
Joined: October 10, 2011

Re: Flixel for NME

Hi Zaphod,

I've just got a new Android phone, it has 1.5GHz dual-core processor and 1G RAM.
I tested your demo game in this phone, and got about 25 fps, it's about 15 fps lower than in PC, and the character movement is also not very smooth.
I am very happy to see a real Flixel game running in my phone, thank you!

Posted on December 21, 2011 at 11:56 PM

Zaphod

Zaphod
Total Posts: 218
Joined: September 15, 2011

Re: Flixel for NME

Hi Rocks!
Thank you for testing. I'll try to optimize demo for mobile and will post here about it

Posted on December 22, 2011 at 12:07 AM
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