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March 09, 2012

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exdev

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Re: Kindle support?

Hello,
I mean the Kindle Fire and Kindle Fire HD.

Thanks for the answer, I'm glad to hear that there is already a game published in Kindle using NME.
What is the version of NME that you are using for your game?
Are you talking about Castle Siege, Isn't it? because I could not find reference of Kindle in your webpage.

Again many thanks for your time

Best

Posted on May 02, 2013 at 12:15 PM

Kindle support?

Hello,
Is there someone that has tried the Kindle?
I know it's possible to root the device and install NME android games,
I mean about the official distribution channel.

Thanks!

Posted on May 02, 2013 at 8:52 AM

Re: Blackberry (Playbook) Mouse/Touch events bug

Hello

we can reproduce this in a portrait game on a Dev Alpha B
Are portrait games possible right now?

Thanks

Posted on April 23, 2013 at 12:59 PM

Re: NME 3.5.5 and Blackberry sound issue (Playbook)

Hello,
Does using "sound" instead of "music" would use a lot of memory in the case of loading large OGG files?
Or Any estimate about when the 3.6 would be available?
We have found some little issues in the Blackberry port that anyway make us reconsider if NME is ready for production time.
Again, many thanks for the hard work.

Best

Posted on April 23, 2013 at 12:57 PM

NME 3.5.5 Blackberry Dev Alpha B: Game not closing

Hello,
I just updated my Blackberry Dev Alpha B to the latest version ( 10.1.0.1485 ) to start testing my game for the BB10,
the game runs (with sound issues also reported in these forums) but after closing the application,
the icon of the game remains un-selectable and I can't play again the game, neither delete it or upload a new version.

Is there something I could be missing? It seems the game is still running in the background but without a window.
I was looking for the android equivalent to the Applicaiton Manager but could not find any
The same game runs fine on iOS and Android.

Any ideas?
Thanks!

Posted on April 23, 2013 at 9:59 AM

PDB for executable

Hello

I'm using NME 3.4.4 beta for windows with Visual 2010
I'm trying to find a bug that happens only in another PC,
I was looking for the PDB but in the bin/cpp/windpws/obj folder there is only a ApplicationMain-debug.pdb
that MSVS says it doesn't belong to the program that is crashing.
Is this the game PDB file?


thanks!

Posted on November 14, 2012 at 2:08 PM

Re: NME with Gamepads just 3 axes?

I have a joystick that work on Windows,
it's an old PCTronix, when plugged to my Mac OSX the pad doesn't work but the buttons work,
not sure if it's a problem with the driver or NME.

Has someone tested joystick support in mac?
What joystick do you recommend?

thanks!

Posted on October 16, 2012 at 1:03 PM

Re: Using drawTiles the alpha and visible properties of container are not respected

More info about the width and height problem:
the next test doesn't work with TileSheet.drawTiles,


private function testWidth()
{
var sprite = new Sprite();
this.addChild(sprite);
trace("1) sprite: " + sprite.width + " " + sprite.height);

var bmp = Assets.getBitmapData("assets/panda.png", false);

#if flash
var b1 = new Bitmap(bmp, PixelSnapping.AUTO, false);
sprite.addChild(b1);
trace("2) sprite: " + sprite.width + " " + sprite.height);
var b2 = new Bitmap(bmp, PixelSnapping.AUTO, false);
b2.x = b2.y = 50;
sprite.addChild(b2);
trace("3) sprite: " + sprite.width + " " + sprite.height);
b1.scaleY = 5;
trace("4) sprite: " + sprite.width + " " + sprite.height);
#else
var tilesheet = new Tilesheet(bmp);
tilesheet.addTileRect(new nme.geom.Rectangle(0, 0, 56, 56), new nme.geom.Point());

var flags:Int = Tilesheet.TILE_TRANS_2x2;
var tileData:Array<Float> = [0, 0, 0, 1, 0, 0, 1];
tilesheet.drawTiles(sprite.graphics, tileData, false, flags );
trace("2) sprite: " + sprite.width + " " + sprite.height);

tileData = [50, 50, 0, 1, 0, 0, 1];
tilesheet.drawTiles(sprite.graphics, tileData, false, flags );
trace("3) sprite: " + sprite.width + " " + sprite.height);

tileData = [0, 0, 0, 1, 0, 0, 5];
tilesheet.drawTiles(sprite.graphics, tileData, false, flags );
trace("4) sprite: " + sprite.width + " " + sprite.height);
#end
}

In cpp the positioning correctly updates the width and height but the scaling not.
In flash the width and height of the parent are correct.

Posted on October 16, 2012 at 10:50 AM

Re: Using drawTiles the alpha and visible properties of container are not respected

It seems this could be a problem of using the ALPHA flag,
I'm testing on windows and android. The attached demo works with:

var flags:Int = 0;
var tileData:Array<Float> = [0, 0, 0];
tilesheet.drawTiles(sprite.graphics, tileData, false, flags );

but fails with:

var flags:Int = Tilesheet.TILE_TRANS_2x2 | Tilesheet.TILE_ALPHA;
var m00:Float = 1;
var m01:Float = 0;
var m10:Float = 0;
var m11:Float = 1;
var alpha = 1.0;
var tileData:Array<Float> = [0, 0, 0, m00, m01, m10, m11, alpha];
tilesheet.drawTiles(sprite.graphics, tileData, false, flags );

if we later change the container alpha:

this.addChild(sprite);
sprite.alpha = 0.25;

With ALPHA flag the image is always alpha 1.0
So, the alpha property of the container can not be used.

Also I'm starting to understand that using drawTiles on a graphics object
doesn't update the graphics object container properties, in example width and height.
However scale and rotation works fine.
I think I was seeing also the visibility don't working but I can not reproduce it in this simple test

Any ideas?
thanks!

Attachments: tilesheettest.zip
Posted on October 16, 2012 at 10:07 AM

Using drawTiles the alpha and visible properties of container are not respected

Hello,

I just want to confirm if this is the correct behavior for Tilesheet objects using drawTiles.
I think that the reason is that we are using the graphics object.
Of course I can override the nmeSetVisible / nmeGetVisible methods for overriding this but I'd like to know if I'm missing something more simple.

Thanks!

Posted on October 15, 2012 at 12:22 PM

Re: What exactly is nme.display.Tilesheet?

If I understand correctly the reason to use Tilesheet is due to their of support of direct rendering at native targets.
The drawTile() method could allow you to draw a lot quads in one pass getting the best performance possible, this is the lowest level call at this time (before the OpenGL work in progress goes mainstream) The downside is that now you'll now have to maintain the quad lists yourself, if every quad is a sprite on screen and if you need to delete one, you'll need to set the id to -1, you'll need to update their positions accordingly, add one? you'll need to grow you array, etc, etc. Also the big pain now would be depth order, because everything would be on the same depth order. This of course limits the use if you have multilayer sprites,also you can't use this to map UV coordinates and create your own rendering process using triangles, (this is coming with OpenGL) so it's only quad with textures.
The other problem is that Tilesheet doesn't work in Flash and JS, but Stage3D and WebGL can change this in the future.

Posted on October 06, 2012 at 10:23 AM

Re: TileSheet option for scaling in x and y separately

About Stage3D, I found this thread:
http://www.haxenme.org/community/forums/general-discussion/stage3d-...

some of the inconveniences are that everything using Stage3D is below the display list and it runs in players 11.2+.

Posted on September 29, 2012 at 6:29 PM

Re: TileSheet option for scaling in x and y separately

I just tested with 3.4.4 beta and could run the sample20 in Windows, Android, Mac and iOS
however this sample is crashing in Flash.
I'm interested in using the flash part, but I'm not sure if this would give me better performance in Flash like in native targets.
I'll just need to benchmark but I would end with different implementations for native and flash and I want to avoid that if possible.

The file nme\display\Tilesheet.hx from the distribution says in line 389:


// need to add support for rotation, alpha, scale and RGB

graphics.beginBitmapFill (nmeBitmap, matrix, false, smooth);
graphics.drawRect (x - ox, y - oy, tile.width, tile.height);

I'm wondering if the missing functionality (for flash) can be implemented just modifying this file. Is this so?

Also, I suspect this could be a good place to use Stage3D but I'm not sure how to mix the required bits. Any ideas?
thanks!

Posted on September 29, 2012 at 5:49 PM

Re: Very strange error

I had problems with 4.3.3 on mac,
I just installed 3.4.4 beta and tested a project in mac and it's working on Snow Leopard + Xcode 4.2.

Posted on September 29, 2012 at 1:10 PM

TileSheet option for scaling in x and y separately

Hello,
I'd like to use different scales for X and Y in Tilesheet.drawTiles()
I see the flag

public static inline var TILE_TRANS_2x2 = 0x0010;

Is this working but undocumented? It's so I don't know what parameters to pass.
Is there another option to achieve the effect of scaling in X and Y?

thanks!

Posted on September 28, 2012 at 6:31 PM

[3.4.4] Android music play doesn't loop

Hello,
the attached test shows that the Sound.play() with loop > 1 is not working in android, flash works fine.
This was working in release 3.4.0.

Thanks

Attachments: sound.zip
Posted on September 26, 2012 at 6:31 PM

Re: (Solved) Need help with building for windows (c++) having some linking error

This is necessary also if you install Visual 2012

Posted on September 20, 2012 at 1:57 PM

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

This is going to be epic, great job Jon,
it was about time!

Posted on September 20, 2012 at 9:04 AM

Re: Icons and Launch Images

Thanks!
this work great on iOS + NME 3.4.3, some questions:

- Why there is no Default-Landscape image for iPhone/iPod resolutions?
- Doesn't work in android, isn't it?

Best

Posted on September 04, 2012 at 6:19 PM

Re: How to add a splah screen on mobile devices?

Hello,
I think that launch image support was announced in NME 3.4,
I can see it working in iOS, following this post:http://www.haxenme.org/community/forums/general-discussion/icons-an...
but this is not working on Android. I'm missing something?

Thanks!

Posted on September 04, 2012 at 5:15 PM
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