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September 11, 2011

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wtsnz

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@vfxguynz

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Re: Vector Graphics

Just come across your reply mate, I will check it out later when I get home!

I have also managed to get a sample to compile for iOS, and it 'kinda' works. The star shape I made in flash, and exported, once added to the stage, the star's opacity seems to be random, sometimes it is displayed, sometimes it isn't. It's really weird!

More when I get home!

Will

Posted on March 13, 2012 at 7:11 PM

Re: Vector Graphics

Just bumping the thread.

The swf stuff does not seem to work when compiled to WebOS, just crashes the app.

Posted on March 09, 2012 at 11:48 PM

Vector Graphics

Hi,

With the SWF library integration to NME I was under the impression that I would be able directly use my Adobe Illustrator graphics, make a MovieClip (with the export to actionscript checked and a name given) and then simple create new instances of these for my applications.

I've not had any luck with this so far, I keep getting "SWF.hx:346 Unknown sub tag: Protect".

I've also tried creating a circle inside flash, converting to movieclip and exporting it. This works when I compile my application to flash, but not to WebOS (Not tried iOS yet)

Has anybody else managed to get their Illustrator Vector art exported, and working correctly in their NME apps?

Posted on March 07, 2012 at 12:23 AM

Re: How do we create a landscape app in iOS?

Thanks for the reply! And Wooooow that's a lot of work for what I wanted....!

I found another solution reading the forums, and speaking to NZCoderGuy:

1. Have the orientation="landscape" set in your nmml file
2. In the projects main class, in the 'new' function, run this code:

// Needed to fix iOS Orientation
#if ios
Stage.setFixedOrientation( -1);
Stage.shouldRotateInterface = function (orientation:Int):Bool {
return (orientation == Stage.OrientationLandscapeLeft || orientation == Stage.OrientationLandscapeRight);
}
#end

3. Then create a timer that will delay the init function by 50ms

Then the stage is rotated! And device rotations are auto handled by iOS/NME.

Posted on March 06, 2012 at 12:39 PM

How do we create a landscape app in iOS?

Hi,

Having a little trouble trying to get my stage to be the correct landscape dimensions (w:1024, h:768) on the iPad.

I have the following line in my project's .nmml file:

<window width="0" height="0" fps="60" orientation="landscape" resizable="false" unless="target_flash" />


When outputting the nme.Lib.current.stage.stageWidth + stageHeight the w/h are swapped, as if the application is in landscape, 768x1024, but the x and y axis are the correct way. (So it's pretty much rotating the portrait stage 90 degrees, and changing the x/y)

When exported to webos this works perfectly, and the correct dimensions are reported. (However when the orientation="portrait" and webos, nothing is changed? :/)

What is the correct way about creating landscape/portrait apps, I was under the impression that the orientation key in the nmml file was all you needed to do to get the correct stageWidth+stageHeight's when you access them in your app.

Will

Posted on March 02, 2012 at 3:59 PM

Re: Very frustrating OSX Lion issues

Hi Rolith,

It sounds like you are having the same problems I had when setting the HaXe NME environment up..

The latest version of Xcode (from the app store) has changed all the directories around, and NME has not been update to fix these issues yet!

To fix the make error, you need to add the new directory to your PATH variable, just execute this command in terminal:

'export PATH=$PATH:/Applications/Xcode.app/Contents/Developer/usr/bin'

Once that's done, you should be able to type 'make' into terminal and it should work. However, you still might not be able to build NME apps, one more directory change is the developer directory from '/Developer/' to the /Applications/Xcode.app/

So we need to create a symbolic link like so

'sudo ln -s /Applications/Xcode.app/Contents/Developer /Developer'

And voila! Everything *should* work!

Posted on February 29, 2012 at 3:41 PM

Re: [OSX] Shell Script Invocation Error

I agree with you that copying the directory is not the best fix.

I created a symbolic link using your instructions and it works great, thanks!


Will

Posted on February 28, 2012 at 6:00 PM

Re: [OSX] Shell Script Invocation Error

Either Apple have changed something or some dodgy installation bug hit me (more than once though?...) because if I copy the "/Applications/Xcode.app/Contents/Developer/" directory to "/Developer/" I can build my projects fine.

Posted on February 28, 2012 at 12:49 AM

Re: [OSX] Shell Script Invocation Error

Hi Huge,

There is no /Developer/ folder at all set up on my mac.. So the command just says that its not a directory.

The developer directory seems to be located within the xcode app itself, ie "/Applications/Xcode.app/Contents/Developer/"

Has apple changed something, or have I done something wrong!

Thanks, Will.

Posted on February 27, 2012 at 7:54 PM

Re: [OSX] Shell Script Invocation Error

Bump..

I've re-installed Lion, X-Code and NME using the install package found on the 'Get Started' page, and still the same error..

Posted on February 27, 2012 at 12:29 AM

[OSX] Shell Script Invocation Error

Had way to much trouble getting the toolchain setup on my mac.. Don't seems to be able to fix this though.. I have no idea what is causing it.

Anyone got any ideas? Xcode has been installed from the App Store

Posted on February 26, 2012 at 1:24 AM

Compatible IDE for Mac OSX

Hi,

I've been using Haxe and NME for a little while now, and have just bought myself a Mac Book Pro to play with smiling

I was a big fan of Flash Develop and it's amazing integration with Haxe/NME. And there is no port of Flash Develop for OSX..

Is there any other great IDE's out there that will provide similar functionality in OSX that Flash Develop does for Windows?

Posted on February 21, 2012 at 9:42 PM

Re: Flixel for NME

Wow Zaphod! It's working great on my touchpad, 38 FPS!
If I get the chance, Ill try it out on my iPhone 4 and First Gen iPad.

Thanks!

Posted on December 11, 2011 at 1:18 PM

Re: iOS GameCenter in NME Apps

Hi there Eliax!

Inside the project folder (" /Users/hd/Downloads/Actuate_Example/4/Actuate/") is there a folder called "Assets" ?

If not, create it, and let's see what happens next

Posted on November 29, 2011 at 12:39 AM

Re: iOS GameCenter in NME Apps

Duh, I forgot to add -Diphoneos on the end of my command..

Posted on November 24, 2011 at 6:27 AM

Re: iOS GameCenter in NME Apps

So I got the HxGK working, built and that. There is a few bugs in it though (nothing works after you have closed the leaderboard view...)

I think I have corrected the error in the Hxgk.mm file, and I would like to recompile the extension. I keep getting errors though..



Any ideas?

Posted on November 24, 2011 at 3:18 AM

iOS GameCenter in NME Apps

Hi all,

I came across the hxgk 'plugin' for NME, but can't get it to work, I've followed the instruction located on the googlecode page of their's to no joy.

When building the project with the hxgk added in, I get uncaught exceptions! D:



Has anyone else out there managed to get hxgk to work with the latest RC2 version of nme? Has anyone packaged it as a NME Native Extension, rarther than a Haxelib thing..

Thanks,
Will.

Posted on November 21, 2011 at 8:09 PM

Bitmap Matrix on CPP

Hi there,

When applying a translation matrix to a bitmap image, if the translation is more than the width of the image, instead of looping the image (as it does in flash) it repeats the edge pixels.

This means we can't make a simple repeating texture an draw it to different screen sizes as necessary..

Will.

Posted on November 20, 2011 at 3:58 AM

Re: In Game Adverts, A Solution?

Thanks for that, I don't know why I didn't even think of googleing around to see if anybody else had done this.
Turns out they have!
http://wootfu.com/2011/08/using-mochiads-with-haxe/...

Thats the latest version of Mochi API, but it is compiled to a .swf that we include or something (I've not played around with that before, is it even possible to do this for CPP targets?)

Hmm, I was confused with my reply, so Im asking, is it possible to use AS3 Stubs (.swf) with an NME application compiled to CPP (webos/ios) ?
http://haxe.org/doc/flash/usingas3classes...

Posted on November 17, 2011 at 7:31 PM

Re: Weekly App Hack -- Multi-Touch

I don't know how many of you have TouchPads on this forum, but it turns out that my application was good enough, and I won grin

Now I have a TouchPad on the way!

Thanks for everything singmajesty!

If anyone is interested in Fruit Catch, you can check it out here

Posted on November 17, 2011 at 3:55 AM
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