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well, i just tried a hack that tried to keep on drawing the image all the time, off-screen. that didn't help so either my hack is just not written correctly, or it is just me barking up the wrong tree.
Posted on August 02, 2012 at 7:12 PM
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* i am drawing with GraphicsPath.drawGraphicsData().
* i am drawing on every frame, currently 30fps.
* the only time it pauses is on the first draw, near as i can tell.
* it doesn't happen when targeting mac os x desktop, so it is platform specific.
my guess (although one is never supposed to tell the auto mechanic what you *think* it is, otherwise they say "ok we'll change that" and charge you for it even if they know that isn't what it is) is that maybe there is an upload of the graphics path to the gpu? once that is done the first time then it is fast, but the first time causes a pause?
but then there is a follow-on problem!
* so it successfully is drawing 30fps after the first-frame-setup-stutter.
* then that game object goes away for a while and a new one of those then comes back into the game.
* i would have hoped that the 2nd one would not incur a stutter, but it does. so either my upload-to-gpu theory is not quite right, or the gpu is flushing things away in the interim.
* (i could attempt to load and draw the image and keep it off screen the whole time, but that is a sad hack. still worth a try i guess.)
Posted on August 02, 2012 at 7:02 PM
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the one test case i have has 2 sounds that play simultaneously, one long, the other a repeating thing:
* note: by "repeating" i mean i am calling play() on them on a timer, not that it is a single long fx with repeats in the sample
* with .wav the long one plays first, and when it ends then i hear the repeating one.
* with .mp3 the long one doesn't play at all, only the repeating ones are heard.
Posted on August 02, 2012 at 6:54 PM
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i've read whatever threads i could on this so far, but i haven't seen anything that solves the issue.
* i have at most about 5 sounds at the same time.
* i have no music, it is all sounds, and are explicitly marked as sounds in the nmml file.
* for non-flash i use .wav, for flash i use itunes to convert the .wav to .mp3.
* on mac os x desktop target, some simultaneous sounds do not play, either with .wav or with .mp3. however which ones play out of the simultaneous ones is *different* depending on if they are mp3 or wav. it reproduces consistently with either.
* on a droid 2, using .wav files, it doesn't play all the sounds simultaneously.
* i haven't double-checked, but i don't recall noticing any problems on the ipad1 using .wav.
Q: does it matter what kind of .wav file it is, maybe?
Q: does anybody have other ideas?
i'm using:
haxe 2.10 final
hxcpp 2.10
nme 3.4.0
Posted on August 02, 2012 at 6:52 PM
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dunno if this is actually even remotely bad, but figured i'd mention it in case 
hxcpp 2.10
nme 3.4.0
haxe 2.10 final
mac os x 10.7.3
xcode 4.3
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/clang++ -I. -D_CRT_SECURE_NO_DEPRECATE -DHX_UNDEFINE_H -c -O2 -arch armv6 -isysroot /Applications/X\
code.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.1.sdk -miphoneos-version-min=3.0 -miphoneos-version-min=4.2 -fobjc-arc -DOBJC_ARC -Wno-parentheses -fvisibi\
lity=hidden -fno-stack-protector -DIPHONE -DIPHONEOS -DHXCPP_CLANG -DSTATIC_LINK -DHXCPP_VISIT_ALLOCS -Dhaxe_210 -I/usr/lib/haxe/lib/hxcpp/2,10//include -x c++ -fvisibility-inlines-hidden \
-frtti /usr/lib/haxe/lib/hxcpp/2,10//src/hx/GCInternal.cpp -oobj/iphoneos//src/hx/GCInternal.o
/usr/lib/haxe/lib/hxcpp/2,10//src/hx/GCInternal.cpp:475:16: warning: indirection of non-volatile null pointer will be deleted, not trap [-Wnull-dereference]
*(int *)0=0;
^~~~~~~~~
/usr/lib/haxe/lib/hxcpp/2,10//src/hx/GCInternal.cpp:2308:7: warning: indirection of non-volatile null pointer will be deleted, not trap [-Wnull-dereference]
*(int *)0=0;
^~~~~~~~~
Posted on July 30, 2012 at 9:34 PM
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oh! thanks!
Posted on July 23, 2012 at 3:32 PM
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ok success on the ipad1, the icon is right, thanks!
(but the x2 of the 72 does not look so good, so getting nme to use the 144 would be nice 
Posted on July 23, 2012 at 3:00 PM
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[ update: looking at the 72 px png in other tools, it looks like what i got from batik exporter isn't what i wanted / expected, and that is the problem! ]
so even though the icon is showing up on the ipad1, it is sorta broken. i have a .svg file, and i use batik to spit out all the .png files. it looks fine. i am assuming / expecting from what i have read that the build chain will take the 72px icon and clip the corners to make it a round rect for final display on the ipad. but really the icon ends up not being clipped but instead having a border around it to make the round rect.
http://developer.apple.com/library/ios/#documentation/userexperienc...
under "Application Icons" shows what i expected, but that doesn't seem to be happening with nme's generated project. hmmmmm....
Posted on July 23, 2012 at 2:40 PM
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(fromhttp://www.haxenme.org/index.php?cID=3044&ccm_paging_p=1&ti...
how do i get the icons to be "native" sizes for ipad3?
i do already specify icons that are 72 and also 144, but nme seems to not ever use the 144 version?
Posted on July 23, 2012 at 2:21 PM
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ah! thanks!
(that would be nice to some day explain better in the docs / command line help output 
Posted on July 23, 2012 at 2:20 PM
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so i just did a clean build and now i do get icons on the ipad1, w00t.
Posted on July 23, 2012 at 2:13 PM
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i haven't tried pirate pig itself, i will do that.
Possible Problem:
i see only the 72px icon being copied over into the ios output folder, where as we probably need all the sizes copied over? [correction: i see:
-rw-r--r-- 1 user staff 4467 Jul 23 12:05 Icon-72.png
-rw-r--r-- 1 user staff 10407 Jul 23 12:05 Icon-72@2x.png
-rw-r--r-- 1 user staff 3306 Jul 23 12:05 Icon.png
-rw-r--r-- 1 user staff 7836 Jul 23 12:05 Icon@2x.png ]
[ i guess i wish it would use my 144 instead of 72@2x, as an aside...]
http://mrgan.tumblr.com/post/708404794/ios-app-icon-sizes...
i don't really understand why/how NME does ios generation. it is confusing to me that there is the "-ipad" and "-simulator" switches. especially trying to understand how this would relate to how things are done in xcode itself.
anyway, my build command is:
haxelib run nme -DRELEASE -DMOBILE build nme.nmml ios -ipad
so i am explicitly passing in the -ipad. so if anythign i would hope that it would get the icon right on ipad1, but be missing on all other ios device types?
Posted on July 23, 2012 at 2:08 PM
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hi,
a) all of a sudden (enough clean builds / uninstallings?) i do see the icon on a droid 2 android device, hooray!
b) but still no luck on my ipad1 ios 5.1. i copied the pirate pig list of icon sizes, but still don't get anything in ios yet. anybody have concrete successful experience, here?
* in particular, did you have to do anything in xcode? *
Posted on July 23, 2012 at 1:53 PM
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i'm trying to figure out how to use my .nmml file to get "-D dump" passed to the haxe compiler so i can try to debug macros. i can't get it to work, i'm trying with but nothing seems to happen.
i wish at least that -verbose would cause the full compiler invocation to show up so i could see if the -D dump is getting there at all.
Posted on July 22, 2012 at 4:58 PM
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thanks for the info. i will try experimenting further...
Posted on July 18, 2012 at 11:42 PM
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so i just tried using the line below to see if i could get a bitmap version showing up in ios, on the ipad. it doesn't show up in the ipad simulator, i still get the white default 'missing' one.
<icon path="Resources/icon-72.png" width="72" height="72"/>
i am thick and confused and lost and don't grok the icon business...
Posted on July 18, 2012 at 7:00 PM
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like, furthermore, how do the different screen formats of android devices get specially handled, icon-wise, if at all?
Posted on July 18, 2012 at 6:56 PM
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bump, help, i do not understand. are there any examples/deatiled instructions about icons anywhere?
(1) i was hoping to use svg.
(2) i've added the icon tag in my nmml file.
(3) the icon is the default white shiny one for ios still.
(4) on android it is entirely blank.
maybe the svg i'm using is too tricky?
(i was hoping that nme would somehow magically have taken the svg and converted it to all the right sizes for android, iphones, ipads.)
Posted on July 18, 2012 at 6:44 PM
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thanks! i will try that.
but i'm a little confused now. how do i know what machines will / not generate a resize event? i guess i have to really change things to handle it any time? more painful. is this due to iOS, or due to NME? would presumably be way better to just get the correct resolution at the beginning.
Posted on July 13, 2012 at 4:17 PM
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my nmml file has
works on ipad 1, but ipad 3 doesn't go full screen, only quarter screen. ?!?!?! i'm googling but not seeing a solution yet... :-}
i tried changing resizable to true and that did not help any.
Posted on July 13, 2012 at 4:13 PM
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