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singmajesty

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@singmajesty

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Viewing 201 to 220 (2135 Total)

Re: Submitting NME App to Google Play

Here's a link that may help:

http://stackoverflow.com/questions/11446121/how-do-i-generate-a-key...

You can use the <certificate path="" /> node in your NMML to point to your generated keystore.

You can add a "password" attribute to the node if you don't want to retype your password each time, and by default the alias will be set to the name of your file ("mycompany.keystore" would be "mycompany") but you can add an "alias" attribute if you need to. You can also optionally set an "alias-password" attribute. By default this will be the same as the "password" attribute if set, or you may be prompted for it.

Posted on February 01, 2013 at 9:49 AM

Re: can't build from svn or git on a mac

Try using the SVN version of the Haxe "format" library.

I think NME will work with the current SVN builds of Haxe, but I test using Haxe 2.10

Posted on January 31, 2013 at 4:31 AM

Re: Performance issue with color transform and blur filter

There are two new examples in the code repository, SimpleOpenGLView and HerokuShaders, that might be worth checking.

The shaders are now working on BlackBerry and Android, in my tests. I haven't had an opportunity to see if OpenGL ES 2 is initializing as requested on iOS. There are a few minor issues to be resolved before GLES2 will really be available to all applications, but I'm hoping to find and resolve the issues soon

Posted on January 31, 2013 at 4:28 AM

Re: Cant compile DisplayingABitmap after upgrading haxe

What version of Haxe are you using?

Posted on January 28, 2013 at 9:46 PM

Re: Creating NDLL for NME extensions

Old projects may include NDLL tags for std, regexp, nme or zlib, which are not required. NME acts as a native extension, itself defining those dependent binaries.

If you don't need native code, you should not have to create an NDLL file. Usually the "Missing File" problem because you either have an NDLL tag you don't need, or the binary is supposed to come from a haxelib, but the tag doesn't mention this. Std, regexp and zlib, for example, should come from HXCPP.

Posted on January 28, 2013 at 8:27 AM

Re: problem with nme test android on mac!!!

Could you paste the full error output? Often if it cannot find ApplicationMain.obj, it means there was a C++ compile error earlier on

Posted on January 28, 2013 at 7:14 AM

Re: SoundChannel.stop() not works on iOS

Currently the native audio API we use for Mac supports only one MP3 at a time. Try and use another format in order to play more channels simultaneously

Posted on January 28, 2013 at 7:08 AM

Re: Installed Xcode 4.5.2 but nme still asking me to install Xcode

You shouldn't need the symbolic link with the current version, and all you need is Xcode. If you have it installed, try building a sample smiling

Posted on January 28, 2013 at 7:04 AM

Re: Can't upload debug token to Blackberry Playbook

Try using the full path, including the file name, when it prompts you for your debug token path

Posted on January 27, 2013 at 9:42 AM

Re: WIndows 7 64b - Could not read HXCPP config: C:\Users\Liosan\.hxcpp_config.xml

You should be able to run "haxelib run hxcpp" to generate the .hxcpp_config.xml file.

This was a bug that's fixed in the GIT repository, and will go out soon in a new minor release.

If you have any of the steps you had to do to get things working on Fedora, it would be great to be able to expand the install script to support both smiling

Posted on January 27, 2013 at 8:33 AM

Re: Can't upload debug token to Blackberry Playbook

Run "nme setup blackberry", and say "y" when it asks if you want to configure a device.

It takes you step-by-step through creating a keystore and debug token. If you already have gone through this process, it can also install the debug token for you.

Posted on January 27, 2013 at 8:29 AM

Re: Incorrect screen DPI on Mac

I believe Adobe AIR always returns 72 DPI, regardless of the hardware.

The DPI is intended to be a physical measurement of the dots-per-inch. Is your screen resolution 1280 x 800?

1280 / 72 = 17.77

This means that you would need a screen of about 19" diagonal (I think) at this resolution to have a screen DPI of 72.

You may have to set some thresholds in terms of handling scale. If you are designing an application that is intended to have "1x" and "2x" scale, then you will want to set a threshold for determining which scale to use, rather than expecting an exact value from every system.

Does this make sense? I hope it helps. It can feel funny because we tend to expect higher resolution screens to display objects at a smaller size, at least on a desktop, but this is (obviously) affecting the pixel density

Posted on January 26, 2013 at 8:58 PM

Re: External javascript from nme-html5 application to handle text input

Thanks! Fixed my comment smiling

Posted on January 26, 2013 at 7:47 PM

Re: webos build issue

Edit your NMML, and look for the "package" attribute.

I think it is expecting a package ID like "com.test.myproject" ... try setting a new package ID there smiling

Posted on January 26, 2013 at 2:14 PM

Re: ios simulation bug NME 3.5.4

That would explain it smiling

Let me know if you hit any bumps!

Posted on January 26, 2013 at 12:12 PM

Re: Null Function Pointer in ByteArray::__init__

What version of HXCPP are you using, and what platforms are you testing?

Posted on January 26, 2013 at 11:11 AM

Re: a plea for feature support [android sound, other]

Ah, makes sense. You would have to use "assets/font/stencil.ttf" if you changed the name.

shrekshrek, sound and local file access are available right now. For more advanced manipulation of sound, I do agree that improvements should be made, and it is high priority. Camera is something I also would like to see in NME.

Posted on January 26, 2013 at 11:10 AM

Re: unable to build linux target with latest nme

Would you mind compiling again using -verbose, and sharing the output?

Posted on January 26, 2013 at 11:08 AM

Re: NME 3.5.3 Flash develop debug not working (using windows 7 64bits)

I can't see what FlashDevelop is passing to the "run" command, but could someone test the latest development build, and see if it behaves differently?

Posted on January 25, 2013 at 9:34 AM

Re: Location of NME and Haxe directories in Mac OS

It will be under "/usr/lib/haxe" and "/usr/lib/haxe/lib/nme" smiling

Posted on January 25, 2013 at 8:37 AM