Profile

Jon
Jon
Member Since
March 08, 2012

Search Members

  

Jon

272
@

Badges

This user hasn't earned any badges yet.

Posts

Viewing 21 to 40 (271 Total)

Re: Mac FullScreen Bug

Any chance at a fix here? It's crashing for my users too.

Posted on October 30, 2012 at 2:35 PM

Re: "Official" Extensions for NME (Coming Soon)

Game Center is the defacto choice for a lot of iOS games. From what I've worked with, the APIs can generally be made compatible enough, such that the same calls can be used for common functionality such as submitting a score (scoreID, score) and reporting an achievement (achievementID, percentCompleted).

Once the initial cut goes out, I'm happy to accept patches to fill in the holes. This is keeping me busy (and is what I'm building the extensions for), but it will come out when it's ready.

Posted on October 19, 2012 at 7:16 PM

Stencyl - Haxe/NME-based game creator

Finally time to spill the beans...

http://www.stencyl.com

The concept is simple. Snap together Lego-style bricks to form logic (or use code) and rapidly build a game that can export to all of NME's target platforms.

We've actually been around for a while in the Flash realm. Prior to NME, we were based on Flixel, but I was evaluating various ways to get us cross-platform (PlayN, AIR, embedding HTML5) and found Haxe/NME to be the most compelling and mature solution.

So far, our users are thrilled with the move. It hasn't been without its bumps, but I'm extremely excited to move forward with this, and the Haxe/NME ecosystem stands to indirectly benefit from increased exposure and an influx of games. Early on, the game quality was iffy, but it's improved considerably over time, and we're consistently seeing stuff that's good enough to be sponsored by A-level sponsors (Armor Games, Kongregate, Newgrounds, etc.) Nicolas is pretty excited about this too. ;)

Posted on October 19, 2012 at 7:12 PM

[iOS] Sometimes, playing sounds will immediately fire Sound Complete event

On iOS, this clip is immediately returning a sound complete event and never plays . On all other platforms, it's OK. It's the only sound I attempt to play in this instance, so it's not a case of the music API 1 clip restriction.

This bug doesn't happen to all clips (a shorter one plays fine), and there are no errors in the logs/console. It's a normal MP3 clip - 44.1 KHz, no VBR, etc.

Attachments: sound-62.mp3
Posted on October 16, 2012 at 3:26 PM

Re: Starting Android app while in sleep mode reports flipped stage dimensions

If your app's orientation is fixed, you might as well work around the issue and force it to always assume it's in the "right " orientation, rather than asking the device what it is. That's how I eventually worked around this one.

Posted on October 16, 2012 at 3:20 PM

Re: [Jeash] Not receiving Sound Complete events

Any thoughts on this one?

Posted on October 16, 2012 at 5:02 AM

Re: [CPP] Can only play 1 sound at a time.

OK. This would definitely be useful to document. I'd do it here:
http://www.haxenme.org/documentation/examples/tutorials/playing-sou...

Say that the format itself can sometimes dictate the playback mechanism, and which file types are affected by that restriction.

Posted on October 14, 2012 at 12:59 AM

Re: [CPP] Can only play 1 sound at a time.

Hmm, so if it's an MP3 file, regardless of whether I designate it as a sound or music clip in NMML, it'll be interpreted as a music track?

Posted on October 14, 2012 at 12:53 AM

[Jeash] Not receiving Sound Complete events

For Jeash, I'm not receiving Sound Complete events, whereas I get them for each of the other targets.

Posted on October 13, 2012 at 7:09 PM

Re: [CPP] Can only play 1 sound at a time.

My testers are reporting that this happens on both Windows and Mac. Has anybody else hit this?

Posted on October 13, 2012 at 7:07 PM

Re: HyperTouch : NME Native Extension for gestures

On Android, I'm finding that the Swipe gestures are sometimes not recognized. Specifically, if the device is rotated to landscape, it has trouble recognizing the Up/Down swipes. The same app on iOS will have no issues.

Is this something you've encountered before? Thanks!

Posted on October 13, 2012 at 6:50 PM

Re: Android sound complete event bug

Have you peeked at this?
http://code.google.com/p/nekonme/source/detail?spec=svn2116&r=2...

Posted on October 10, 2012 at 1:13 PM

Re: memory issue with iOS (received memory warning)

Perhaps the garbage collector may be taking a little longer to run that it does on the desktop target? I recently implemented a resource bundle allocator / deallocator and find that it works, but the memory takes some time to go free.

Posted on October 09, 2012 at 12:50 PM

Re: [Jeash] No sound playback

Yep, I think you've got it.

Accessing the sound file spits it out as text for me, so that's likely the issue. I'm not using Apache but some other web server that I can tie in more easily with my toolset.

Posted on October 08, 2012 at 4:04 PM

Re: [Jeash] No sound playback

Thanks for the link. Looks like OGG is overall a safer bet than MP3 if I had to choose 1 and not special case for browsers.

Posted on October 08, 2012 at 4:55 AM

Re: Windows 8 Metro support?

So, I went through all of the steps required to package up an NME-made EXE for the Windows store.

The whole deal with packaging it up as an appx, generating the certificates/keys and signing the app and finally installing it so it appears on the Metro-style start screen. It appears, but when I launch it, it errors out and is unable to read in assets from my assets folder.

The app runs fine in regular form, just not in this package form.

Is this a bug or an error on my part?

Posted on October 08, 2012 at 2:49 AM

Re: [Jeash] No sound playback

In coming up with a minimal test case, I bumped into something.

If I run the app off a local web server (and visit via localhost), there's no sound. I do this because of the cross-origin request stuff which prevents me from running directly fro m the command line.

However, for this minimal test, that is able to run off the command line, and it plays sound. If I upload to a remote web server, it's also able to play sound. Why would this be?

The only difference I see between your sample and mine is that I use NME, while you make the sound directly. I attached my project in this topic -http://www.haxenme.org/community/forums/bugs/mac-can-only-play-1-so...


package;

import nme.Lib;
import nme.display.Sprite;
import nme.events.Event;
import nme.Assets;
import nme.media.Sound;
import nme.media.SoundChannel;

class Sounds extends Sprite
{
public static function main()
{
Lib.current.addChild(new Sounds());
}

public function new()
{
super();
addEventListener(Event.ADDED_TO_STAGE, onAdded);
}

private function onAdded(event:Event):Void
{
init();
}

public function init()
{
var theme = Assets.getSound("assets/music/theme.mp3");
var loop = Assets.getSound("assets/sfx/bop.mp3");

theme.play(0, 9999);
loop.play(0, 9999);
}
}

Posted on October 07, 2012 at 5:14 PM

Re: [Mac] Can only play 1 sound at a time.

Here is a minimal test project that demonstrates the issue.

Attachments: sounds.zip
Posted on October 07, 2012 at 5:04 PM

Re: [Jeash] No sound playback

I'll e-mail you a sample project. Whatever I have works on all the other platforms.

Are there any special things I need to be aware of in terms of the accepted file formats, bitrate, etc.?

Posted on October 07, 2012 at 4:40 PM

[Jeash] No sound playback (SOLVED)

There's no sound playback for the HTML5 target. Checked in Firefox and Chrome.

I think this was working prior to the merger into NME (0.8.7). I'm using MP3's.

====

Solution Summary: If running on a local webserver because of the cross-domain problems, make sure the server knows how to deliver audio files by editing the supported MIME types. The one I was using (winstone) doesn't support this.

Posted on October 07, 2012 at 1:45 PM