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November 20, 2011

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mlapasa

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@mlapasa

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Re: Stoppping an Android build in Flash Develop

I usually pull the plug on the device. Reconnect and try all over again.

Posted on December 24, 2011 at 10:15 AM

nme.display.Loader has no field loadBytes

Refer to:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/...

Posted on December 24, 2011 at 1:16 AM

Re: Any Class like "Timer" in nme?

This thread was helpful. Thx for asking.

Posted on December 23, 2011 at 4:01 PM

.gif not a support asset type

"Uncaught exception - Unknown image type:Assets/arrow.gif"

In some cases .gif provides the smallest file size B&W. Why no love for gif?

Posted on December 23, 2011 at 8:13 AM

Error Processing Importer Mail

I don't know if this is happening to others but i am getting spammed by mailing-list@haxenme.org



From: mailing-list@haxenme.org
Subject: Error Processing Importer Mail
Date: Thu, December 22, 2011 10:00 am
To:

There was a problem processing your email.

Subject: Re: Re: Your email requires verification
verify#LxhVTe19k3ti2ou4sRjmp-1321809047)

Error: Unable to process email. Check that your email contains the validation hash
present in the original message.

Posted on December 23, 2011 at 8:10 AM

Re: Working with nme.net.URLLoader in HTML5

Thx man, it IS really fun when it works.

Posted on December 22, 2011 at 11:23 AM

Working with nme.net.URLLoader in HTML5

Hey guys,

I was pretty excited to make a request from html5 to the same server the html5 code is hosted on. That works great. However, it poops when the code wants to make a request to a server beyond the hosting server it comes from.

For example, I want to hit an endpoint like

http://api.rottentomatoes.com/api/public/v1.0...

So how can i make an html5 client that can connect to other service w/o making the code hosting server a proxy server?

This shit is so powerful, it's amazing!

Posted on December 22, 2011 at 9:13 AM

Re: Assets.getText() for html5 does not work

Awesome stuff guys

Posted on December 22, 2011 at 12:46 AM

Re: NME bloated .swf file size?

Yah, the former project had unused assets whereas the latter project, I just copied only the source code.

Posted on December 20, 2011 at 2:55 PM

Re: NME bloated .swf file size?

Joshua, you are da mang!

Posted on December 20, 2011 at 1:39 PM

NME bloated .swf file size?

Dunno if this is a bug or buy design. I created two projects with virtually the same code. The only difference is that in one project, my imports look like "import nme." In the other project, I renamed all the *.hx files to have the "import flash." The later project is an AS3/haXe project whereas the former is NME/haXe.

Both projects compile with no issues except the project that was made with AS3/haXe is only half the size of the other.

Is there something being compiled into a NME project that provides more than AS3/haXe project? In the end, both are exporting to .swf so I expect they both have the same innards.

In both projects, I made a release build. Or at least I think I am when I select the drop down at the top middle to "Release"

Posted on December 20, 2011 at 1:05 PM

Nice to have: URLVariables

Trying to port some code over and noticed there is no equivalent nme.net.URLVariables equivalent for flash.net.URLVariables.

Just gonna have to suffix my strings for now.

Posted on December 20, 2011 at 6:57 AM

Re: How do you debug/logging in HTML5 target?

Better late than never. Thanks, I am sure this will help the rest of us.

Posted on December 10, 2011 at 12:49 PM

How do you debug/logging in HTML5 target?

Just wanted to know from those who work with NME exporting html5 target, how do you debug?


So far I'm doing this ghetto on -screen logging:

var txtField = new TextField();
txtField.text = "Hello the ";
addChild(txtField);
return;

It can only go as far as the object being debugged extends from DisplayObject.

Is there a way to log debug msgs at run time for html5?


My code seems to be working in android and flash but bombs in the javascript. I want to pin point where the issue is.

Posted on December 08, 2011 at 1:12 PM

Re: mySprite.stage == null but nme.Lib.current.stage != null

lol, I just starting to remember this was one of my first lessons in AS3 years ago. I asked the same question and I didn't remember the answer. It's been a while since i did some pure stuff. Thx.

Posted on November 30, 2011 at 9:44 PM

mySprite.stage == null but nme.Lib.current.stage != null

I don't think this is bug or maybe it is. Why is it when I create a basic Hello World NME app, when I try to do this.stage, where this is the lone sprite of the application, it shows up as null?

I thought all attached display objects always have a reference to the Stage object.

However, if I do Lib.current.stage, it doesn't equal null and it has everything I want.

Posted on November 30, 2011 at 2:43 PM

Re: What is the AS3 'is' operator equivlanent in haXe?

LOL, nice trace

thx man

Posted on November 30, 2011 at 12:00 PM

What is the AS3 'is' operator equivlanent in haXe?

Google searches are killing me for stuff that has the word 'is' in it.

How does haXe handle this?

var obama : President = new President();

trace(obama is American); // Returns 'true' where President inherits from American class type

Posted on November 30, 2011 at 10:03 AM

Re: Assets.getText() never get generated on build

I guess it only works if the code explicitly calls it. I thought it would have been auto generated because it exists in the /Assets folder and it does create case statements for getBytes() but not for getText().

Posted on November 29, 2011 at 6:43 PM

Re: Assets.getText() never get generated on build

Oops my bad, it works! So I guess I was doing it wrong.

private function initialize ():Void {

Lib.current.stage.align = StageAlign.TOP_LEFT;
Lib.current.stage.scaleMode = StageScaleMode.NO_SCALE;
trace(Assets.getText("assets/test.txt"));

}

Posted on November 29, 2011 at 6:41 PM
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