Badges
This user hasn't earned any badges yet.Posts
|
Viewing 1 to 20 (24 Total) |
|---|
Haxe Keyboard Tutorial
Hey, I wrote a Keyboard tutorial for Haxe+NME last week, and posted it on my website...
Posted on March 20, 2012 at 2:49 PM
|
Re: Libraries working with NMEThe issue of game engines with Haxe is one that I've looked into several times. I know that HaxePunk (a port of FlashPunk) seems to be making solid progress, and may be compatible with multiple targets at this point. I believe there is also a Flixel port, but I'm not sure what level of progress they've made on it. I started working on a Flixel port last year, but ran into too many difficulties. Now that I'm a bit more familiar with Haxe, I could try again, but I think there might still be too many barriers.
Posted on March 20, 2012 at 2:44 PM
|
Mouse Events in JeashI've been testing some of my applications in development in HTML5 using Jeash. I've been running across a bit of an issue with the Mouse events. Performance for mouse events in jeash seems to be a bit spotty. The mouse over and mouse out events don't always hit, they have issues with the drawing api, and I found that they don't play nice with Sprites that aren't oriented to the upper left-hand corner. I'm writing a card game that relies heavily on mouse interactions, but the HTML5 target just isn't working.
Posted on March 19, 2012 at 11:12 PM
|
Sandy3DI know that a lot of the attention for 3D rendering is probably moving toward toward other areas. But I tried to get Sandy 3D working with a project recently. I found that it seemed to compile properly for Flash and HTML5, but I started running into compilation errors with CPP. Has anyone else gotten Sandy working with the CPP target?
Posted on March 14, 2012 at 12:55 AM
|
Re: Exit an AppI'm not sure what the protocol is on Android. But I do know what the protocol is on iOS, and that is "Don't Do It." There is a way to "exit" apps in NME.
Posted on February 21, 2012 at 12:05 AM
|
Re: is URLLoader cross platform?Yes, URLLoader works fine with HTML5, and it's always worked well with the other targets I've tried it with.
Posted on February 03, 2012 at 2:26 PM
|
Re: Fullscreen and keeping aspect ratio?Okay, I'm going to try to help you out here. I've run into this problem myself, and cooked up a solution that works pretty well for me.
Posted on February 03, 2012 at 1:55 PM
|
Mac FullScreen BugI've been compiling NME projects on my Mac Mini, and have run across a bit of an odd bug. Whenever I try to change the StageDisplayState to fullscreen, it crashes the program. I am compiling for Mac OSX specifically, not iOS. (where fullscreen is the assumed state)
Posted on February 01, 2012 at 7:21 PM
|
Re: How to exit an application?I was under the impression that smartphone applications exit when you hit the "exit" button on the phone. I know for a fact that if you attempt to use the normal "exit" function on the iOS simulator, it throws an error and the simulator locks up. For the iPhone and iPad, that particular functionality is not permitted.
Posted on October 31, 2011 at 2:04 PM
|
Re: Actuate.transform problemIf I'm not mistaken, you have to re-assign the text for the text field when you are changing text transform options.
Posted on October 25, 2011 at 2:52 PM
|
Re: SoundChannel position property (C++)Yeah, using Actuate looks like it will be the best solution for keeping everything cross-platform. My experience with using Actuate so far has been quite positive, it's a great little tweening library. The SDL mixer just doesn't include a property or method for retrieving a "position" value from playing sounds. From what I read, this is due to the wide variety of sounds that the SDL Mixer supports. Some of them simply don't work in a way that would allow for such a value to be extrapolated.
Posted on October 13, 2011 at 4:15 PM
|
SoundChannel position property (C++)I'm working on a project that involves sound control. I've noticed that the position property of the SoundChannel class does not seem to be working for the C++ targets. It always returns the value 1.0 no matter what. In the flash target, it runs as expected, and returns the current position of the sound being played.
Posted on October 12, 2011 at 10:12 AM
|
Actuate Bug: scaleX = 0.0I've discovered that when using Actuate with the windows NME target, setting a tween to adjust the scaleX property of a sprite to 0.0 will cause the program to crash.
Posted on October 11, 2011 at 10:02 PM
|
Re: Piston FrameworkUnfortunately, I was not able to get a functioning Android test environment set up on my computer over the weekend. I tried, and installed all the suggested software and development kits. But at the end of the day I was not able to get Android apps building. Since I know nothing of Android development at this point it is hardly surprising.
Posted on October 03, 2011 at 5:51 PM
|
Re: Screen sizes, resolutions and graphicsI'm afraid I can't help much with up-scaling re-sized graphics. That is often something that you just have to accept. I would point out that avoiding the use of anti-aliased sprites would be a good way of avoiding issues like this. Sticking to pixel-style graphics seems to be the way to go for resizing and upscaling. The difference just isn't as noticeable when everything is hard-edged pixels from the word go.
Posted on October 03, 2011 at 5:43 PM
|
Re: Piston FrameworkThe sprite sheet is my own custom creation. It is flexible enough to allow for sprites composed of rectangles of any potential width and height, not just strict squares. It also allows for full multi-row sheets, as opposed to just strips. I thought about adding the ability to have frames of different sizes, but ultimately decided that feature probably wasn't worth the trouble. Animations are handled in a fashion very similar to how they are in Flixel. (defined as an array of integers with a provided framerate)
Posted on September 30, 2011 at 5:36 PM
|
Piston FrameworkA few months back, I started working on developing my own little game framework built around NME. This was actually before the upgrade to NME 3.0. I actually had to scrap a lot of my work that had become redundant once the install tool was incorporated into NME. After some time, I finally have a demo that displays some of what I've accomplished...
Posted on September 30, 2011 at 11:46 AM
|
Re: Adding documentationSweet, the NMML format is the first thing I would have asked for documentation on. (since it has become somewhat central to the preferred build process) Aside from that I would just focus on documenting the portions of NME that are unique to it. Points where the different build targets diverge would be a likely candidate for coverage.
Posted on September 14, 2011 at 4:43 PM
|
Re: higher-level framework/gui libraries ??I've worked on an AS3-based custom GUI before. It used Flash drawing for creating buttons, scrollbars, and various GUI controls. I was planning on incorporating something similar into the Haxe game framework that I'm currently working on. It will probably be very bare-bones though, it isn't high on my priority list. I'll only need very basic GUI controls for some of the upcoming projects I'm working on.
Posted on September 09, 2011 at 1:05 PM
|
(Corrected) Still Hanging UpI tried the commands you gave me, and I was able to edit the configuration file. However, my project is still throwing errors. Here's the current error message that is plaguing me...
Posted on September 09, 2011 at 1:16 AM
|

