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February 11, 2012

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danhett

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@danhett

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Re: Unable to resolve target 'android-8'

Neat!

It's up and running perfectly now anyway, I was just curious. I'm currently really trying to pitch NME as a viable technology internally at the agency I work for, so I'm making sure my bases are covered!

Thanks for the help smiling

Posted on February 22, 2012 at 3:24 PM

Re: Unable to resolve target 'android-8'

That makes sense.

Is there a best practice on this kind of thing? Like, a recommended way of doing things?

Posted on February 22, 2012 at 3:15 PM

Re: Unable to resolve target 'android-8'

Yep, figured it out and forgot to post back.

So is SDK 8 like a stable base version that NME exclusively uses or something? I've never worked with Android so I'm still trying to figure out how it all works!

Posted on February 22, 2012 at 1:54 PM

Re: Unable to resolve target 'android-8'

Uh, so this is a screengrab of my SDK manager.

http://i.imgur.com/yKQIm.png

If it's looking for Android-8, why? Does the 8 refer to API versions? And if so, why would it be looking for 8 when the list goes up to 15?

Where does the 8 come from?

Posted on February 21, 2012 at 4:13 PM

Unable to resolve target 'android-8'

Hi folks.

Trying to get an Android build working, and am getting an "unable to resolve target" message.

The SDK's are all installed, and I've pointed my system to the right locations:

Microsoft Windows [Version 6.1.7600]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.

C:\Users\Dan>nme setup android
Download and install the Android SDK? [y/n/a] ? n
Download and install the Android NDK? [y/n/a] ? n
Download and install Apache Ant? [y/n/a] ? n
Download and install the Java JDK? [y/n/a] ? n

Path to Android SDK [C:\Development\Android SDK] :
Path to Android NDK [C:\Development\Android NDK] :
Path to Apache Ant [C:\Development\Apache Ant] :
Path to Java JDK [C:\Program Files\Java\jdk1.7.0_01] :

C:\Users\Dan>



But when I run the build in Flash Devlop, I get the following error message:


BUILD FAILED
C:\Development\Android SDK\tools\ant\build.xml:440: Unable to resolve target 'android-8'

Total time: 3 seconds
Build halted with errors (haxelib.exe).


Any ideas?

Posted on February 21, 2012 at 3:58 PM

Re: OSX issue: "invalid chunk"

OK! Slight success.

I've installed using the new installer on a completely different Mac, running Snow Leopard.

Downloaded the Actuate example, ran the build, and it *seemed* to do more but I get a brand new error this time:

Error: Could not find asset path "Assets"

Surely I'm close now!

EDIT: Not sure what was going on there. Builds the example OK now, but I had to drop the Actuate files into the actual project directory to get it to build OK.

The adventure continues...

Posted on February 14, 2012 at 4:13 AM

Re: OSX issue: "invalid chunk"

Installed using the new installer, still getting the same issue (!!)

Basically every nme-related command throws that error I posted, even sudo haxelib run nme setup.

I'm thinking at this point I've obviously screwed it somehow, is there a way to make a clean sweep of all nme stuff and re-start from scratch? Or do you think it could be something else?

Out of curiosity I ran "haxelib upgrade" and this was the output:

Checking actuate
Invalid chunk
Checking hxcpp
Invalid chunk
Checking jeash
Checking nme
Invalid chunk

Something weird is happening here, right?

Posted on February 14, 2012 at 3:32 AM

Re: OSX issue: "invalid chunk"

Woah, awesome! I'll try it out as soon as I can and let you know smiling

Posted on February 14, 2012 at 3:24 AM

Re: OSX issue: "invalid chunk"

Tried an alternative project, (the Whack-A-Mole example):

nme test /Users/danhett/Desktop/Whack-A-Mole/Whack-A-Mole.nmml flash

Same error:

Called from nme/utils/ByteArray.hx line 88
Called from nme/Loader.hx line 107
Called from nme/Loader.hx line 117
Called from nme/Loader.hx line 71
Called from C:\Motion-Twin\haxe/std/neko/Lib.hx line 33
Uncaught exception - load.c(232) : Failed to load library : nme.ndll (dlopen(nme.ndll, 1): image not found)

But then, if I type "nme test" and then anything at all I still get the same error.

Kinda getting angry with it now, I really want to use this language but I'm having zero luck with it.

*Final edit before I go to bed in a rage*: if I even type "nme" anything, I get the error. Any ideas?

Posted on February 13, 2012 at 2:39 PM

Re: OSX issue: "invalid chunk"

OK, so I honestly have no idea why this isn't working. I've downloaded the example project, into a folder called "Example" on my desktop.

To run this via the command line, presumably I go
nme test /Users/danhett/Desktop/Example/Actuate Example.nmml flash

Right?

But then I get:

Called from nme/utils/ByteArray.hx line 88
Called from nme/Loader.hx line 107
Called from nme/Loader.hx line 117
Called from nme/Loader.hx line 71
Called from C:\Motion-Twin\haxe/std/neko/Lib.hx line 33
Uncaught exception - load.c(232) : Failed to load library : nme.ndll (dlopen(nme.ndll, 1): image not found)

???

Posted on February 13, 2012 at 2:06 PM

Re: OSX issue: "invalid chunk"

So my install directory is in user/nme. I can call "haxelib install jeash" and it works OK. Calling "haxelib list" displays everything I've installed (nme, jeash, hxcpp and actuate).

If I'm using TextMate, do I need to point it at where those files are physically sat? I feel like I'm definitely understanding this wrong!

Posted on February 13, 2012 at 11:02 AM

Re: OSX issue: "invalid chunk"

OK, so I had a little time to try it. I did the manual install of the ZIP, and that seemed to work OK. When I run "haxelib list" I can now see "nme: [3.1.1].

However, when I open a haXe project and change "import flash.display.Sprite" to "import nme.display.Sprite", it gives me an error.

Do I need to do something else?

Dan

Posted on February 13, 2012 at 10:32 AM

Re: OSX issue: "invalid chunk"

It's more than likely me being an idiot and doing something stupid, will try again this evening when I get home and see what happens!

Posted on February 13, 2012 at 10:24 AM

Re: OSX issue: "invalid chunk"

The first thing I did was use the all in one installer, it says the installation was successful but calling "haxelib list" returned nada. Then I started screwing with the command line tools and didn't have much luck either.

I'll try the ZIP directly and report back, very keen on getting this working!!

Posted on February 13, 2012 at 10:16 AM

Re: Traces in Flash

There's a video on haxecasts.com about how to divert traces to another window, I've not actually watched it but it sounds like it might help you out:

http://haxecasts.com/video_casts/overwrite-the-trace-function-so-messeges-is-displayed-in-another-window

Posted on February 13, 2012 at 6:32 AM

Re: OSX issue: "invalid chunk"

OK, restarted my machine and re-ran the installer.

It seems to have worked: if I run "haxelib list" from a terminal I get this:
hxcpp: [2.08.0]
jeash: [0.8.7]
nme: [3.1.1]

That means it worked, right?

So, I've now tried to change the imports in a haXe project, for example from "import flash.display.Sprite" to "import nme.display.Sprite". However I still get an error saying the class wasn't found.

Am I doing something wrong, or is nme not properly installed or something?

EDIT: I ran haxelib upgrade and got the "invalid chunk" error again, and now when I run "haxelib list" I can't see anything apart from hxcpp! Totally confused.

EDIT 2: I followed this post here, particularly all the Terminal commands at the bottom of the first page:
http://www.haxenme.org/community/forums/installing-nme/nme-on-osx/...

Now the whole thing seems to be screwed, running 'haxelib list' returns nothing.

I will award ten internets to the person who can help me figure this out!

Posted on February 11, 2012 at 1:52 PM

OSX issue: "invalid chunk"

Hi folks.

I'm trying to install NME via the command line in OSX, and when I do "haxelib install nme" in Terminal I get an "Invalid Chunk" response.

I tested out a different install (for Jeash) and that worked fine, it's just the NME install that seems to give me issues.

Any idea? I'm running OSX 10.7/Lion.

Thanks!

Posted on February 11, 2012 at 1:23 PM

Re: AS3 to haXe conversion compiles OK, but doesn't *work*

Now that's working I can finally start looking at cross-platform, I was going around in circles with this thing. It completely makes sense though, thanks so much.

First impressions of haXe are very positive, glad I've started exploring it properly.

Thanks again. smiling

Posted on February 11, 2012 at 12:03 PM

Re: AS3 to haXe conversion compiles OK, but doesn't *work*

Ahhhh HA! grin

Absolutely amazing, thankyou so much!

Posted on February 11, 2012 at 12:01 PM

AS3 to haXe conversion compiles OK, but doesn't *work*

Hi all!

AS3 dev here, dipping my toe into haXe for the first time.

I've got a very very basic platforming engine example that's built in pure AS3. I'm using it as a proof-of-concept to see if I can convert my projects reasonably easily, my aim is to get this up and running and then add touch controls and check it out on devices and that sort of thing.

Structurally it's quite simple: there's a base class, a really basic player class with some rudimentary physics, and the whole thing uses a MovieClip full of objects as the level.

I've converted the whole thing into haXe, and have eliminated all compile errors. The level shows up as expected (pulled in from an Assets swf file), but my player doesn't show up. I'm not sure if the player isn't being instantiated properly, or if it's erroring silently somehow (does haXe even do that?). If I was getting compile errors then at least I'd know where to start, but my project seems to build cleanly with no issues. It just doesn't... work!

Anyway, would anyone be able to take a look and see where I'm going wrong? Would be much appreciated. I've put a ZIP file up that contains the original Flash version along with the haXe so far:

http://www.danhett.com/games/haxe/platformer.zip...

Thanks in advance! smiling

Dan

Posted on February 11, 2012 at 9:07 AM