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Re: uncaught exception - failed to load libraryThe NME 3,5.5 release installer should also include Neko 1.8.6
Posted on March 03, 2013 at 9:16 AM
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Re: OUYA game console?Instead of adding an "import" at the top, it might be able to address the full name of the class, and surround it with calls, based on the OS version of the device. I wonder if that would work, still using API 8? Otherwise, it may be necessary to target API 9, but I'm concerned that may make it easy to accidentally include content that won't run on older versions.
Posted on March 02, 2013 at 8:51 PM
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Re: Problems with iPhone5 screen sizeInteresting, should we generate black launch screens for any image sizes you do not include on your own?
Posted on March 02, 2013 at 9:27 AM
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Re: nme setup android complete, but project fails to buildThat's weird. It looks like it's picking up two copies of crtbegin?
Posted on March 02, 2013 at 3:26 AM
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Re: OUYA game console?Hi,
Posted on March 02, 2013 at 3:10 AM
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Re: BUILD FAILED AndroidCan you look at the output and see if it appears to be picking up a Java 6 JDK, or if it is pointing to Java 7 or a JRE?
Posted on March 01, 2013 at 10:01 AM
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Re: Is there a nme example ablout display3DNME 3.5 introduced a new object called "OpenGLView", which provides a flexible DisplayObject that allows direct OpenGL calls.
Posted on March 01, 2013 at 8:32 AM
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Re: uncaught exception - failed to load libraryAre you trying NME 3.5.5 using Haxe 3?
Posted on March 01, 2013 at 8:24 AM
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Re: Hxcpp 3.0 is on haxelib, should I switch or not?HXCPP 3.0 has improvements that make it compatible with Haxe 3. It also rolls up all the improvements that were made since the previous 2.10 release on haxelib, which were represented by 2.10.1, 2.10.2 and 2.10.3, bundled with various NME releases.
Posted on March 01, 2013 at 8:23 AM
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Re: Building NME from source - unexpected implements?In the development builds, we have moved from Haxe 2 compatibility to Haxe 3.
Posted on March 01, 2013 at 8:19 AM
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Re: Topos Town: My first project with haxeNME + Awe6Cute! I love it
Posted on March 01, 2013 at 8:08 AM
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Re: How to get stack trace if segmentation fault ocured for cpp targetTry it in the command-line, like "nme test windows -debug"
Posted on February 28, 2013 at 9:59 AM
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Re: MadComponentsThere is a lot of work going for UI, but a lot of the projects are newer, so they haven't matured yet to a full solution.
Posted on February 28, 2013 at 8:20 AM
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Re: Access Application Metadata at run-time (Nme.Lib? Something else?)Could you try overriding your ApplicationMain.hx, and defining the nme.Lib properties using template values? (::APP_PACKAGE::, ::APP_VERSION::, etc)
Posted on February 26, 2013 at 10:28 AM
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Re: Problems with SWFsHi!
Posted on February 26, 2013 at 8:39 AM
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Re: Access Application Metadata at run-time (Nme.Lib? Something else?)I believe those values are defined for C++ or Neko projects, but probably not for Flash or HTML5.
Posted on February 26, 2013 at 8:34 AM
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Re: OUYA game console?I am sorry that I wasn't able to wire up some joystick bindings using my gamepad. It looks like, Android supports gamepads only on 4.1? My test device runs 2.3, I haven't bothered upgraded that has seemed like where the majority of the Android market has been.
Posted on February 26, 2013 at 8:32 AM
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Re: Targetting android, build project always fails ..Could you check ".hxcpp_config" in your user directory, and see if it defines its own JAVA_HOME value? If it does, NME will respect that value over the one defined in your system variables.
Posted on February 26, 2013 at 7:51 AM
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Re: Memory concerns with using the BitmapData cache? (useCache=true)This is done for convenience.
Posted on February 24, 2013 at 4:11 PM
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Re: Weird behaviour of trace messages in TerminalCheck to see if you still have HXCPP 2.10.3 set, or if it downgraded you to HXCPP 2.10
Posted on February 22, 2013 at 8:39 AM
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