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Zaphod

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@teormech

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Update hxswfml.n

It was last summer when hxswfml has been updated. The new version have several bugfixes, especially for this:http://code.google.com/p/hxswfml/issues/detail?id=6...
So it would be nice if someone will update it in NME.

Posted on February 11, 2013 at 1:30 AM

Re: Bitmap Fonts

@emrahozer ok. now it should work with fontScale less than 1. It was easy to fix. And you didn't say that your problem was only on flash target smiling on cpp target everything worked fine without this fix

Posted on January 12, 2013 at 1:34 AM

Re: Bitmap Fonts

@emrahozer I'm sorry but I want to clarify for myself what do you want to achieve by setting negative fontScale? "Mirroring" text or what? It would be nice if you attach some image showing desired result

Posted on January 10, 2013 at 9:47 AM

Re: Bitmap Fonts

Hello emrahozer! There is no support for negative fontScale currently but I'll try to think about implementing it. Thanks for noticing this problem! I'll let you know in a couple of days about my results

Your solution for fontScaling and multiscreen development can have very unpleasant view on flash target, but on cpp it should work. Though I don't know how it would affect perfomance. You should try it yourself

Posted on January 10, 2013 at 9:03 AM

NME 3.5.3 problem with wav files

Here is simple test showing my problem (you need to click on the stage to see it):http://dl.dropbox.com/u/17106142/SoundProblemTest.zip...
I have sound generated with bfxr tool (it is named "throw_bad.wav"). It worked in NME 3.4.3, but not in NME 3.5.3 I have following problems with it:
1. It won't let to compile application to flash target with following message:
Called from ? line 1
Called from CommandLineTools.hx line 704
Called from CommandLineTools.hx line 117
Called from platforms/FlashPlatform.hx line 19
Called from FlashHelper.hx line 416
Called from FlashHelper.hx line 152
Called from format/wav/Reader.hx line 110
Called from C:\Motion-Twin\haxe/std/haxe/io/Input.hx line 168
Called from C:\Motion-Twin\haxe/std/neko/_std/sys/io/FileInput.hx line 51
Uncaught exception - Eof
Build halted with errors (haxelib.exe).

2. It crashes the app when I'm targetting windows.

I've added second sound file (converted with Audacity tool and named "throw_good.wav") which works just fine, but I just want to notice that there is no need in such operation in previous NME version (at least 3.4.3). So maybe this is a bug. I don't really know

Posted on January 03, 2013 at 11:08 PM

Re: NME builds fail targetting Flash when embedding a large TTF font.

Hi! I found this bug also. I can't even compile to flash target. Here is my test project:http://dl.dropbox.com/u/17106142/FontProblem.zip...

Oh, forgot to say that I'm using: NME 3.5.3 and HXCPP 2.10.3 installed with installer from site, Haxe 2.10 and Windows7 64-bit

P.S. I think that this thread should be in bugs category but don't want to duplicate threads, so I've posted it here

Posted on January 03, 2013 at 7:38 AM

Re: Flipping Tilesheet tiles

Matt, it's very easy! Here is quote from Huge about this:
I have just added arbitrary 2x2 transforms to the tiles, you you can do:
[ x, y, tID, m00, m01, m10, m11 , ... ]
Where:
x' = m00*x + m01*y
y' = m10*x + m11*y
So:
-1 0 = reflect x
0 1

Sx 0 = scale x & y differently
0 Sy

0 1 = swap x & Y
1 0

cos(theta)*scale sin(theta)*scale = original scale + rotate.
-sin(theta)*scale cos(theta)*scale

end quote.
Just don't forget to use Tilesheet.TILE_TRANS_2x2 flag when calling drawTiles() method

Posted on December 31, 2012 at 3:07 AM

Re: Haxe viable for desktop games + more questions

Always glad to help ;)

Posted on December 30, 2012 at 11:00 AM

Re: Haxe viable for desktop games + more questions

@RagingDave no, you should use flixel not haxeflixel (it's very old version which should be deleted from haxelib but i don't know how to do it). Demoes on haxelib site aren't updated yet (sorry about that). Please try demoes fromhttp://github.com/Beeblerox/HaxeFlixelDemoes... they all are up to date.

Posted on December 30, 2012 at 10:27 AM

Re: Haxe viable for desktop games + more questions

@RagingDave hello! i've uploaded new version of haxeflixel on haxelib yesterday. it works with latest NME now. So i'm asking you to update it and try it again, please smiling

Posted on December 30, 2012 at 9:58 AM

Re: Problems with 3.5.0 release on haxelib

@shu I think that this is hxcpp bug. Try to cast operands in comparison or switch their order. and report on hxcpp issue tracker:http://code.google.com/p/hxcpp/issues/list...

Posted on December 27, 2012 at 8:07 AM

Re: Problems with 3.5.0 release on haxelib

And here is test project showing my problem:http://dl.dropbox.com/u/17106142/embedding_problem_flash.zip...
I've tried to put fonts in different subfolder but then i got error saying that it's trying to read mp3-file as a image (or ttf-file as image). I think that something is broken with "file sorting" (detecting file types) in new release sad

UPD: link to test file updated

UPD2: I've replaced following lines in my nmml-file:
<assets path="assets/data" include="*.ttf" type="font" />
<assets path="assets" include="*.fgr" type="text" />
<assets path="assets" include="*.csv" type="text" />
<assets path="assets" include="*.txt" type="text" />
<assets path="assets" include="*.fnt" type="text" />
<assets path="assets" include="*.png" type="image" />
<assets path="assets/data" include="*.png" type="image" />
<assets path="assets/data/vcr" include="*.png" type="image" />
<assets path="assets/data/vis" include="*.png" type="image" />

with these lines:
<assets path="assets" exclude="*.wav" if="flash" />
<assets path="assets" unless="flash" />

and it's compiling finally.
But i think that asset embedding is quite broken (or works differently) in new release and requires some better documentation (especially for fonts)

Posted on December 26, 2012 at 4:04 AM

Re: Problems with 3.5.0 release on haxelib

My font issue appeared again but only on flash target:

haxelib run nme build D:\projects\HaxeFlixelDemoes\FlxSnake\FlixelNME.nmml flash
Called from ? line 1
Called from CommandLineTools.hx line 690
Called from CommandLineTools.hx line 115
Called from platforms/FlashPlatform.hx line 19
Called from FlashHelper.hx line 416
Called from FlashHelper.hx line 241
Called from native/text/Font.hx line 28
Uncaught exception - Unknown file format!
Build halted with errors (haxelib.exe).

I don't quite understand why it's trying to create native.text.Font instead of flash.text.Font.

UPD: I've added -v param and this is what i get

Building FlixelNME
Running Pre-Build Command Line...
cmd: haxelib run nme test "FlixelNME.nmml" flash -v
NME Command-Line Tools (3.5.1)
==============================
Initializing project...
Using project file: FlixelNME.nmml
Reading HXCPP config: C:\Users\Zaphod\.hxcpp_config.xml
Using target platform: FLASH
Running command: update
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/haxe/ApplicationMain.hx -> bin/flash/haxe/ApplicationMain.hx
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/haxe/nme/installer/Assets.hx -> bin/flash/haxe/nme/installer/Assets.hx
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/haxe/NMEPreloader.hx -> bin/flash/haxe/NMEPreloader.hx
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/haxe/ApplicationMain.hx -> bin/flash/haxe/ApplicationMain.hx
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/haxe/nme/installer/Assets.hx -> bin/flash/haxe/nme/installer/Assets.hx
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/haxe/NMEPreloader.hx -> bin/flash/haxe/NMEPreloader.hx
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/flash/hxml/debug.hxml -> bin/flash/haxe/debug.hxml
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/flash/hxml/release.hxml -> bin/flash/haxe/release.hxml
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/flash/hxml/debug.hxml -> bin/flash/haxe/debug.hxml
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/flash/hxml/release.hxml -> bin/flash/haxe/release.hxml
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/flash/haxe/ApplicationMain.hx -> bin/flash/haxe/ApplicationMain.hx
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/flash/haxe/nme/installer/Assets.hx -> bin/flash/haxe/nme/installer/Assets.hx
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/flash/haxe/ApplicationMain.hx -> bin/flash/haxe/ApplicationMain.hx
- Copying template file: C:\Motion-Twin\Haxe\lib\nme\3,5,1/templates/default/flash/haxe/nme/installer/Assets.hx -> bin/flash/haxe/nme/installer/Assets.hx
Running command: build
- Running command: haxe bin/flash/haxe/release.hxml
- Embedding asset: [FONT] assets/data/autotiles.png

It's trying to read png file as font!

Posted on December 26, 2012 at 3:27 AM

Re: Problems with 3.5.0 release on haxelib

@singmajesty thanks for your answers and advices! my issue with hxcpp was already added to issue list:http://code.google.com/p/hxcpp/issues/detail?id=207...
now my project compiles just fine, but i hope this issue will be solved, since it introduces some confusion smiling

Posted on December 23, 2012 at 10:15 AM

Re: Problems with 3.5.0 release on haxelib

I've found the way how to workaround my problem with fonts. I think it's connected with static fields initialization order. So i've chnged the lines:
public static var courierFont(getCourierFont, null):String;
public static function getCourierFont():String
{
return Assets.getFont("assets/data/courier.ttf").fontName;
}

public static var nokiaFont(getNokiaFont, null):String;
public static function getNokiaFont():String
{
return Assets.getFont("assets/data/nokiafc22.ttf").fontName;
}

with just:
public static var courierFont:String = "assets/data/courier";
public static var nokiaFont:String = "assets/data/nokiafc22";

But the problem with BitmapData comparison can't be solved so easy (here is again the link to test project showing this problem:http://dl.dropbox.com/u/17106142/Test_NME_3.5.0.zip... )

UPD: ok, i found workaround for this problem also:
instead of
bitmapHash = new Hash<BitmapData>();
var bitmap:BitmapData = new BitmapData(10, 10, true);
if (bitmap != bitmapHash.get("testKey")) // throws error
{
trace("false");
}

i write:
bitmapHash = new Hash<BitmapData>();
var bitmap:BitmapData = new BitmapData(10, 10, true);
var cachedBmd:BitmapData = bitmapHash.get("testKey");
if (bitmap != cachedBmd) // works fine
{
trace("false");
}

But this isn't expected behavior, and i think it's hxcpp bug

Posted on December 22, 2012 at 11:06 PM

Re: Problems with 3.5.0 release on haxelib

I can add only this error messages about fonts when I'm trying to compile ParticlesDemo:
a. on flash target
Called from ? line 1
Called from CommandLineTools.hx line 690
Called from CommandLineTools.hx line 115
Called from platforms/FlashPlatform.hx line 19
Called from FlashHelper.hx line 403
Called from FlashHelper.hx line 228
Called from native/text/Font.hx line 28
Uncaught exception - Unknown file format!
Build halted with errors (haxelib.exe).

b. on neko target
Called from ? line 1
Called from ApplicationMain.hx line 39
Called from nme/Lib.hx line 77
Called from native/Lib.hx line 73
Called from native/Lib.hx line 87
Called from ApplicationMain.hx line 60
Called from Main.hx line 17
Called from Main.hx line 13
Called from Main.hx line 24
Called from native/display/DisplayObjectContainer.hx line 32
Called from native/display/DisplayObject.hx line 390
Called from native/display/DisplayObjectContainer.hx line 202
Called from native/display/DisplayObject.hx line 337
Called from native/display/DisplayObject.hx line 70
Called from native/display/DisplayObject.hx line 179
Called from native/events/EventDispatcher.hx line 80
Called from native/events/EventDispatcher.hx line 201
Called from org/flixel/FlxGame.hx line 946
Called from org/flixel/FlxGame.hx line 1000
Called from org/flixel/FlxAssets.hx line 56
Uncaught exception - Invalid field access : fontName
Build halted with errors.

I think problem might be in font file:http://github.com/Beeblerox/HaxeFlixel/blob/flixelNME/template/Asse... but I'm not sure (and it worked in previous versions of nme)

Posted on December 22, 2012 at 2:39 PM

Re: Problems with 3.5.0 release on haxelib

Ok. Here is my simple test:http://dl.dropbox.com/u/17106142/Test_NME_3.5.0.zip...
It gets an error on cpp target on windows when i try to compare bitmapdatas (see line 37).
and i can't reproduce error with fonts in this project, but I get it in any flixel demo (for example in particles demo:http://github.com/Beeblerox/HaxeFlixelDemoes/tree/master/ParticlesD... ). I will search for it and will inform you about my results

Posted on December 22, 2012 at 2:07 PM

Re: Problems with 3.5.0 release on haxelib

Hello again and thanks for fixing these two bugs!
I've just reinstalled nme and hxcpp with 3.5.0 installer and still have error with fonts (don't know why sad )
Plus i have another error, i think it is hxcpp-specific:
C:\Motion-Twin\Haxe\lib\hxcpp\2,10,3\include\hx/Object.h(204): could be 'bool hx::ObjectPtr<OBJ_>::operator !=(const hx::ObjectPtr<OBJ_> &) const'
and
c:\motion-twin\haxe\lib\hxcpp\2,10,3\include\Dynamic.h(264): or 'bool operator !=(const String &,const Dynamic &)'

Here's a more detailed error message:
./src/org/flixel/FlxText.cpp(199) : error C2666: 'hx::ObjectPtr<OBJ_>::operator !=' : 2 overloads have similar conversions
with
[
OBJ_=native::display::BitmapData_obj
]
C:\Motion-Twin\Haxe\lib\hxcpp\2,10,3\include\hx/Object.h(204): could be 'bool hx::ObjectPtr<OBJ_>::operator !=(const hx::ObjectPtr<OBJ_> &) const'
with
[
OBJ_=native::display::BitmapData_obj
]
c:\motion-twin\haxe\lib\hxcpp\2,10,3\include\Dynamic.h(264): or 'bool operator !=(const String &,const Dynamic &)'
while trying to match the argument list '(native::display::BitmapData, Dynamic)'

I think that the line that causes this error is: if (_pixels != FlxG._cache.get(_bitmapDataKey) where _pixels is BitmapData and FlxG._cache is Hash<BitmapData>

There weren't these errors when I used nme 3.4.3 and hxcpp 2.10

Posted on December 22, 2012 at 1:34 PM

Problems with 3.5.0 release on haxelib

Hello everybody! I have several problems after updating nme today:
1. there is no "nme.ndll" file for mac
2. i can't run tests on windows. command-line tool gives me following errors:

a. for windows target
Called from ? line 1
Called from CommandLineTools.hx line 690
Called from CommandLineTools.hx line 115
Called from platforms/WindowsPlatform.hx line 41
Called from ProcessHelper.hx line 133
Called from ProcessHelper.hx line 188
Uncaught exception - Error running: C:\Motion-Twin\Haxe\lib\nme\3,5,0/tools/command-line/bin/ReplaceVistaIcon.exe bin/windows/cpp/bin//CollisionAndGrouping.exe bin/windows/cpp/bin/icon.ico []
Build halted with errors.

b. for neko target
cmd: haxelib run nme test "FlixelNME.nmml" neko
NekoVM 1.8.2 (c)2005-2011 Motion-Twin
Usage : neko

c. for flash target
cmd: haxelib run nme test "FlixelNME.nmml" flash
Called from ? line 1
Called from CommandLineTools.hx line 690
Called from CommandLineTools.hx line 115
Called from platforms/FlashPlatform.hx line 19
Called from FlashHelper.hx line 403
Called from FlashHelper.hx line 228
Called from native/text/Font.hx line 28
Uncaught exception - Unknown file format!
Build halted with errors.

I think that this caused by recent changes in command-line tools.

3. Assets class throws an error saying that font which I'm trying to use isn't available:
Assets.hx: 782: [nme.Assets] There is no Font asset with an ID of "assets/data/courier.ttf"
There wasn't such problem in nme 3.4.3

Hope that these errors could be easily fixed and thanks in advance smiling

Posted on December 22, 2012 at 3:24 AM

Re: Flixel for NME

Hello to everybody. I have exciting news (at least for me smiling ) - HaxeFlixel's site is online! Check it at http://www.haxeflixel.com/

Posted on November 25, 2012 at 6:55 AM
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