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September 08, 2011

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mumuja

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Re: errors after upgrading to RC3 (windows 7 64 bit)

also, I am not able to compile and run on windows platform of one of the samples, 03-Bitmaps
it compiles successfully but as I try to run, windows complains that it's not responding and the following errors shown:
Could not find primitive nme_gfx_draw_tiles__3
Could not find primitive nme_tilesheet_add_rect__2

however the flash version runs fine

PS: <3 angelina jolie

Posted on November 25, 2011 at 1:46 AM

Re: errors after upgrading to RC3 (windows 7 64 bit)

weird I can compile the samples just fine on both flash and cpp
so it is true? Sprite on hxcpp doesn't support hittestobject? I find that hard to believe O.o it's such a useful function
any way to hit test then?

Posted on November 25, 2011 at 1:25 AM

Re: errors after upgrading to RC3 (windows 7 64 bit)

here is my current setup:
C:\>haxelib list nme
actuate: 1.32 1.34 [1.35]
flashconnect: [1.0]
hamcrest: [1.0.0]
hxcpp: [2.08.0]
hxJson2: [0.9.8]
jeash: [0.8.6]
mcover: [1.1.0]
mlib: [0.3.0.2]
munit: [0.9.2.1]
nme: 3.0.1 [3.1.0]
nYAML: [0.1]
polygonal: 1.18 [1.19]
spritesheet: 1.00 1.01 [1.04]

C:\>nme
NME Command-Line Tools (3.1.0)
Use "nme setup" to configure NME or "nme help" for more commands

C:\>


the root thing is from an experimental pixel perfect algo that i was trying out, I tried converting it to haxe it didnt work haha
here if anyone wants to try it out:http://www.tink.ws/blog/as-30-hittest/
here is my attempt:http://pastebin.com/mbRK4Dsf

and yeah im still having problems with it, gonna try the svn, any hint on what is happening?
Oh, and it's not DisplayObject , I extended from Sprite class, it does have hittestobject right?

Posted on November 25, 2011 at 12:55 AM

Re: errors after upgrading to RC3 (windows 7 64 bit)

i reinstalled and I skipped the whole setup and now im able to run for flash version (both command line and FlashDevelop).

However I'm still having problems with compiling in windows, it complains that MySprite which extends from Sprite has no field hitTestObject and it also complains that it doesnt have field root

Posted on November 24, 2011 at 7:57 PM

errors after upgrading to RC3 (windows 7 64 bit)

I already installed haxelib from svn (beta version) and been using it just fine (through haxelib dev)
after upgrading using the all in one installer (RC3) I have found several errors, here are the problems:

1. nme setup windows, when I run it the first time it downloads or should I say redownload VS c++ because I already had it setup, now after restarting I get (though I don't think I should need to call setup again)
>nme setup windows
Unknown command: setup
Usage : haxelib run nme [-v] COMMAND ...
COMMAND : copy-if-newer source destination
COMMAND : update build.nmml [-DFLAG -Dname=val... ]
COMMAND : (build|update|run|rerun|test) [-debug] build.nmml target
COMMAND : (trace|uninstall) build.nmml target

2. Unable to find nme.* libraries, in FlashDevelop trying to run the flash mode complains that nme.display.Sprite Class not found

Im stuck, is it because I already have the beta version installed and somehow clashing with the installer?

Posted on November 24, 2011 at 7:47 PM

Re: Make A Scene: Farmyard and Jungle

this game looks really well made, congrats!

Posted on November 22, 2011 at 6:10 PM

Re: Borderless

isnt there an ACTIVATE and DEACTIVATE event that you can listen to?
I know it behaves a bit differently between mobile vs desktop

Posted on October 20, 2011 at 1:37 PM

Re: ChainReaction! (WebOS)

congrats!
PS: the images are not showing:http://developer.palm.com/webChannel/landingPage/assets/frame50.png...

Posted on October 19, 2011 at 1:56 PM

the next official update?

I know it's available through:http://www.haxenme.org/blog/2011/10/10/nme-3-1-beta-release/...
but I wonder when it'll be available for the main stream

Posted on October 18, 2011 at 7:54 PM

Re: Touch/mouse events work only on stage

if im understanding events right, you need to attach events to an InteractiveObject which Sprite extends from, so if you want to attach events to your triangles, encapsulate them in a Sprite and inside the Sprite objects, call drawTriangle and attach your events there.

what you are doing right now, is not attaching events to the stage actually but attaching it to the Sprite object called Application:

class Application extends Sprite

I am not able to run your project btw, im not sure why but then im just as new as you smiling
PS: if you want to see the width and height of the app use the stageWidth Lib.current.stage <--this is the actual stage

Posted on October 08, 2011 at 12:40 PM

Re: Touch/mouse events work only on stage

perhaps pastebin the code?

Posted on October 07, 2011 at 5:57 PM

Re: Touch/mouse events work only on stage

check whether:
1. you have mouseChildren = false
2. if it's there a sprite on top of it all that is blocking and intercepting the click
3. set the background color by using beginFill to sprites you want to click

Posted on October 07, 2011 at 1:56 PM

Re: Latest development builds of FlashDevelop 4 include improved NME integration

@Mar are you using NME from SVN?
I am getting this error unknown command run

here is the full log:
http://pastebin.com/RVcfjcMk

this is getting frustrating sad

Posted on October 07, 2011 at 1:47 AM

Re: Are you cuddly?

i share the majority of my coding convention with you guys, here is the itemized convention that I code by:

1. variables always lower case.
2. class name, upper case the first character
3. constants, all characters upper case

one thing that i think is different though, is that i hate came casing tongue out
instead of SomethingLikeThis I go by something_like_this, what? why are you looking at me weird? tongue out

I always have problems naming my variables, I dont go as bad as naming them "var temp" but I really need to work on more descriptive naming method, do you guys got tips to share?
my co worker, his method is to have something like <source>_<purpose>, so it is like arg_speed, means it's a passed in variable for speed

Posted on October 05, 2011 at 1:53 PM

Re: Screen sizes, resolutions and graphics

@levelbylevel it's a problem that i and others will need to solve too, please do share if you come up with a solution smiling

Posted on October 04, 2011 at 7:58 PM

debugger

@Mar
does that mean i have to uninstall all of my java jdks?
does that affect android sdk installation?

Posted on October 04, 2011 at 1:15 PM

Re: Latest development builds of FlashDevelop 4 include improved NME integration

@Mar did you fix the problem by reinstalling jdk? I wonder if that is the case on my part.

Posted on October 03, 2011 at 1:28 PM

Re: Latest development builds of FlashDevelop 4 include improved NME integration

@singmajesty: I changed the output to nmml, it says that the build succeed yaay but the flash player doesn't pop up after I click test. help? sad

Posted on October 01, 2011 at 4:35 PM

Re: Latest development builds of FlashDevelop 4 include improved NME integration

if I remove the build command line, it won't run the flash at all, it just complains that the build failed.
This is on FD4 RC1
here is a screencast of the behavior :

http://screencast.com/t/AhHq7e6iEq...

this is on windows 7 64 bit

Posted on October 01, 2011 at 2:38 PM

Re: Latest development builds of FlashDevelop 4 include improved NME integration

I am still not able to run the debugger for some reason
after the flash window pops up, do I need to right click and then select debugger on the flash to start stepping through the breakpoint? I get an error message could not connect to debugger/profiler if I do that..or is it supposed stop at the breakpoint automatically?

steps that i've done:
1. set the project platform to nme version 3
2. output file set it to my nmml (though this sounds weird i think output file should be the swf?)
3. in compiler options enable debugger to true
4. pre build custom command line is: haxelib run nme test "Robowarfare.nmml" flash -debug
5. added debug flag in nmml : <haxedef name="fdb" if="target_flash" />

am i missing any step?

Posted on October 01, 2011 at 2:25 AM
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