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nme.graphics.drawTriangles and shading
Hi! I'm making a very simple 3d engine in NME and I am trying to locate the part of the drawTriangles API that allows for vertex color shading. I thought that was possible in NME.
Attachments:
3dmaze.swf
Posted on May 17, 2013 at 12:40 PM
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Re: NMEPreloader does not appear until 50% of SWF loadedOh really? didn't know i could do that. Is there info in the FD wiki on how to do this? I've embedded a library SWF before but never used it like that. Do I embed it in a class and then use the -frame compiler flag to import the class on the second frame?
Posted on February 03, 2013 at 5:06 PM
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Re: Sploder Arcade Game Creatorthanks for the compliments! Just wondering, do you have some kind of mechanism planned to play other people's worlds and such. I'll buy it when it comes out on ios, exciting stuff. Yes... currently games are made and shared on the Sploder web site. I'll just make those games accessible on the iOS version. I'll also add the ability to publish the iOS games on the web site so they can be played online. I did see one potential bug, I had an underground tunnel and could swim at the end of the tunnel...I expected to not be able to walk anymore, instead I started swimming in the brown dirt area. See screenshot for details. Thanks for reporting the bug, and thanks for going the extra mile by posting a screenshot. Looks like I'll need to make it so the end of the tunnel is blocked off.
Posted on February 02, 2013 at 5:52 PM
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Sploder Arcade Game CreatorI've been working on this for the past year using NME. I decided to release the Flash version first on my web site to get feedback before I submitted the iOS app.
Posted on February 02, 2013 at 10:39 AM
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Re: NMEPreloader does not appear until 50% of SWF loadedLooks like all the code loads before anything can appear, because ApplicationMain has a reference to my Main which also links to all the other code. I tried using Type.createInstance to instantiate my own App from within main but of course none of the classes are loaded unless I import them. And, there appears to be no way in the NMML include a class and force it to be imported.
Posted on January 28, 2013 at 6:21 PM
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NMEPreloader does not appear until 50% of SWF loadedI have a 1.4MB SWF file and am testing over a simulated slow connection. The NMEpreloader doesn't appear until 500k of the file has loaded. The progress bar first appears halfway filled. Any pointers on how to remove dependencies or how to use the -frame compiler flag to get this to load by itself in the first frame before the rest of the SWF loads?
Posted on January 28, 2013 at 5:41 PM
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Re: Leak in Music type Asset (iOS)I'm nearing release of my project so I dare not muck with my setup now. Once I get over the hump I'll give what you said a try. I also submitted the bug into Atlassian in case you get to it first.
Posted on January 23, 2013 at 9:35 PM
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Re: Leak in Music type Asset (iOS)I tried fixing the memory leak in project/iPhone/Sound.mm by adding an autorelease pool to AVAudioPlayer like you did in OpenAL. Unfortunately, no matter what I do I cannot get the changes to appear in my project. Obviously I am misunderstanding the build process. Do I need to rebuild NME itself?
Posted on January 23, 2013 at 10:49 AM
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Leak in Music type Asset (iOS)I have in my application.nmml a directory of music assets. I set them as type "music".
Posted on January 21, 2013 at 11:43 PM
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Re: Slowdown after Resume from BackgroundI have found the source of this issue, and it's not NME. In Xcode, I was compiling in debug mode. If I compile for release this doesn't happen. Yay!
Posted on December 07, 2012 at 10:33 AM
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Re: ios 6 blank screenI was able to fix this problem by editing my ApplicationMain.hx file and replacing two occurrences of nme.events.Event.RESIZE with nme.events.Event.ENTER_FRAME.
Posted on December 06, 2012 at 10:16 PM
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Re: Build Fails with Latest XcodeJust saw the huge Xcode 4.5 thread in Installing NME. I guess this falls under that issue.
Posted on October 30, 2012 at 11:00 PM
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Re: Build Fails with Latest Xcodebuild seems to work with 3.4.4 but SQLite fails. I'm looking into it, but I'm now going back to 3.4.3, which seems to be building successfully.
Posted on October 30, 2012 at 9:37 PM
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Build Fails with Latest XcodeI updated XCode to the latest version and tried a clean build of my project, and got these errors:
Posted on October 30, 2012 at 8:57 PM
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Re: GradientType.Radial is linear on mac targetI am seeing this problem on the iOS target as well.
Posted on October 17, 2012 at 2:17 PM
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Re: pre-load sounds?I am running into the same issue. Does anyone have any insight into this?
Posted on October 12, 2012 at 5:23 PM
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Re: Threading and Sound Playback.I figured out why my thread wasn't receiving messages. The first readMessage must have a block.
Posted on October 10, 2012 at 7:26 PM
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Threading and Sound Playback.There was a noticeable pause in my game each time a sound played for the first time, so I decided to add a Sound Manager to handle threaded playback on systems that support it. I am getting some weird issues though.
Posted on October 10, 2012 at 6:19 PM
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Re: Horrible 3.4.4 ErrorDid you try a clean build? If that doesn't work, try deleting the entire bin/ios folder and rebuild the Xcode project.
Posted on October 03, 2012 at 7:12 PM
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Re: Fail to BitmapData.draw graphics generated with DrawTilesI am running into a similar problem. It seems that on mobile targets, using Bitmapdata.draw on sprites with drawTiles and RGB flags render without RGB flags.
Posted on September 27, 2012 at 6:57 PM
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