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April 04, 2012

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mrmojorisin

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[Blackberry] Portrait applications graphic issue

I'm working in a Portrait App, and besides the bug of the mouse events I think there is another.

I've installed the app to test it, and when the application starts in landscape mode, it starts with a graphical problem: the graphics looks deformed (take a look to the images). When the same app starts in portrait mode, there are no problems.

Posted on February 10, 2013 at 10:15 AM

Re: Blackberry (Playbook) Mouse/Touch events bug

I'm having the same issue. Did you solved it?

Posted on February 09, 2013 at 8:21 AM

Splash Screen (Blackberry, iOS)

How can I add a splash screen through the .nmml for targets like blackberry and iOS?

Thanks!

Posted on February 07, 2013 at 7:43 PM

Movieclips in iOS targets

Is possible to show a MovieClip in iOS targets?

I have a mylibrary.swf with mysymbol class, in my code I create a movieclip with Assets.getMovieClip("MyLib:MySymbol").

Works great on flash and windows targets, but I get a black screen in iOS. IS possible to show a movieclip in this target?

Thanks!

EDIT: It's weird, but in simulator works well too...

Posted on January 22, 2013 at 4:13 PM

Reading images from Playbook or BB10

Hi, I have a doubt, for a game I need to have an option to change the background. The background can be an user photo, is possible to read the playbook os images folder? or/and BlackBerry 10? This way the user can put his pictures in the game.

Thanks in advance!

Posted on January 22, 2013 at 12:53 PM

Re: [iOS] Game shows iOS clock/battery bar

Everything is good, until now at least.

Thanks a lot!

Posted on January 09, 2013 at 3:35 PM

Re: [iOS] Game shows iOS clock/battery bar

Ok, I've tried that with no results, sad

With dev version 3.5.4 I still get:

Error: Source path "/ndll/iPhone/libstd.iphoneos-v7.a" does not exist

Here is some of my application.nmml:


<window width="640" height="960" fps="30" background="0xFFFFFF" orientation="" resizable="true" hardware="true" if="ios"></window>

<window fullscreen="true" if="ios"></window>

<set name="SWF_VERSION" value="10.1" ></set>

<set name="BUILD_DIR" value="bin" ></set>

<!-- classpath, haxe libs -->
<classpath name="src" ></classpath>
<haxelib name="nme" ></haxelib>
<haxelib name="nmex" if="ios"></haxelib>

<!-- icons -->
<icon name="assets/icons/Icon_50.png" width="50" height="50"></icon>
<icon name="assets/icons/Icon_57.png" width="57" height="57"></icon>
<icon name="assets/icons/Icon_114.png" width="114" height="114"></icon>
<icon name="assets/icons/Icon_72.png" width="72" height="72"></icon>
<icon name="assets/icons/Icon_144.png" width="144" height="144"></icon>
<icon name="assets/icons/splash_480.png" width="320" height="480"></icon>
<icon name="assets/icons/splash_960.png" width="480" height="960"></icon>

<!-- assets -->
<assets path="assets/Niveles" include="*" ></assets>
<assets path="assets/AndroidSGalaxy" include="*" if="android" ></assets>
<assets path="assets/iPhone" include="*" if="ios" ></assets>
<assets path="assets/iPhoneRetina" include="*" if="ios" ></assets>
<assets path="assets/iPad" include="*" if="ios" ></assets>
<assets path="assets/AndroidSGalaxy" include="*" if="flash" ></assets>
<assets path="assets/iPhone" include="*" if="flash" ></assets>
<assets path="assets/iPhoneRetina" include="*" if="flash" ></assets>
<assets path="assets/iPad" include="*" if="flash" ></assets>
<assets path="assets/AndroidSGalaxy" include="*" if="windows" ></assets>
<assets path="assets/iPhone" include="*" if="windows" ></assets>
<assets path="assets/iPhoneRetina" include="*" if="windows" ></assets>

<assets path="assets/musica" include="*.wav" type="music"></assets>
<assets path="assets/sonidos" include="*.wav" type="sound"></assets>
<assets>
<font path="assets/chumbly.ttf" id="assets/chumbly.ttf" ></font>
<assets path="assets/Fichas.xml" id="assets/Fichas.xml" ></assets>
<assets path="assets/Shop.xml" id="assets/Shop.xml" ></assets>
</assets>

<!-- DLLs -->
<!--<ndll name="std" ></ndll>
<ndll name="regexp" ></ndll>
<ndll name="zlib" ></ndll>-->
<ndll name="nme" haxelib="nme"></ndll>
<ndll name="nmex" haxelib="nmex" if="ios"></ndll>
<!--<haxedef name="fdb" if="target_flash" ></haxedef>-->

<!-- iOS Dependencias -->
<dependency name="GameKit.framework" if="ios"></dependency>
<dependency name="StoreKit.framework" if="ios"></dependency>
<dependency name="MessageUI.framework" if="ios"></dependency>
<dependency name="SystemConfiguration.framework" if="ios"></dependency>
<dependency name="CFNetwork.framework" if="ios"></dependency>


Thanks again

PS: I've tried to run the iOS project generated with version 3.5.4 (nme update ios) with XCode, and the libs are not found, even -lnme.

ld: library not found for -lnme
clang: error: linker command failed with exit code 1 (use -v to see invocation)

By the way, XCode Version 4.4 (4F250)

Posted on January 08, 2013 at 12:41 PM

Re: [iOS] Game shows iOS clock/battery bar

Yes, I did that.

I was trying to use NME 3.5.3 with HXCPP 2.10.3 (downloaded from this site), and get the error...

Called from ? line 1
Called from CommandLineTools.hx line 704
Called from CommandLineTools.hx line 110
Called from platforms/IOSPlatform.hx line 259
Called from platforms/IOSPlatform.hx line 180
Uncaught exception - Invalid field access : index


I don't have any clue about this problem.

Now, after trying with 3.5.3, I've downloaded the dev build 3.5.4, and get this error:

Error: Source path "/ndll/iPhone/libstd.iphoneos-v7.a" does not exist

I think the "ndll" should be "bin" but I don't know how to change it... (in hxcpp 2.10.3 I have that lib but under "bin/iPhone".

Thanks!

Anyway: I've tried with 3.5.1, and works great... however would be great if I can work with the latest build.

Posted on January 07, 2013 at 5:32 PM

Re: [iOS] Game shows iOS clock/battery bar

Okay,

1) @singmajesty, I didn't try with the last build athttp://www.nme.io/builds/latest... ,yet
2) I've tried with 3.5.3 and get this:

$ nme update ios
Called from ? line 1
Called from CommandLineTools.hx line 704
Called from CommandLineTools.hx line 110
Called from platforms/IOSPlatform.hx line 259
Called from platforms/IOSPlatform.hx line 180
Uncaught exception - Invalid field access : index

3) I've switch to 3.5.1 and it works great: Thanks @mourlamstudios for the tip
4) Now I'll test with the dev build. But please let me know what can be the problem with the 3.5.3 build.

Thanks a lot guys for the help.

Posted on January 07, 2013 at 4:49 PM

Re: [iOS] Game shows iOS clock/battery bar

Ok, thanks! I'll try and let you know

Posted on January 04, 2013 at 2:53 PM

Re: [iOS] Game shows iOS clock/battery bar

Ok, I'll try that. But do you have any other idea about the clock/battery bar issue?

Posted on January 03, 2013 at 5:58 PM

Re: [iOS] Game shows iOS clock/battery bar

Yes, I have the "landscape" setting. The app keeps showing the bar; I've switched back to 3.4.4 and is working well again. Also I've noted that with 3.4.4 the XCode project allows armv6 and armv7. When I've ugraded to 3.5.3, only armv6 was allowed. Are there any new setting for "nme update ios"?

Posted on January 03, 2013 at 5:41 PM

Re: [iOS] Game shows iOS clock/battery bar

great, I'll try that... but before, I've upgraded to 3.5.3 (to check if the error persist) and know I can build the project:

Called from ? line 1
Called from CommandLineTools.hx line 704
Called from CommandLineTools.hx line 110
Called from platforms/IOSPlatform.hx line 259
Called from platforms/IOSPlatform.hx line 180
Uncaught exception - Invalid field access : index

What can be the error?

Thanks! (I'll try with other versions of nme)

Posted on January 03, 2013 at 5:20 PM

[iOS] Game shows iOS clock/battery bar

In my last build the game started to show the clock/battery bar, and I don't know how to take it out. Why is this happening?

I'm using nmex with nme 3.5.2 (now I'll install 3.5.3) but I've made a build before and was ok.


Thanks a lot in advance

Posted on January 03, 2013 at 4:46 PM

Re: nmex:Extensions of NME for IOS/Android game development

Hi, I'm trying to use nmex for GameCenter and in-app-purchases, until now GameCenter works great. I'm having problems with in_app. This is what I need:

I have 3 buttons in my game with 3 packs: 0,99 - 1,99 - 2,99 right?

Well, when I push any button, the system pop-up the message "Do you want to buy .... for USD 0,99? (Sandbox) - Accept / Cancel"

How do I manage the "Accept // Cancel" button? I don't see anywhere in the code something that returns a false or true if the transaction was accepted or cancelled.

How should I work with InAppPurchase.hx class?

Thanks a lot in advance!

EDIT: After digging and asking, I now got it... all events listeners, smiling

Posted on December 28, 2012 at 2:39 PM

Re: Build NMEX failed

Great, smiling

Good to know... We didn't tested it against android, so now we'll be easy for us, smiling Thanks!!

Posted on December 14, 2012 at 5:53 PM

Re: Build NMEX failed

Also, you should take a look to this topic:http://www.haxenme.org/community/forums/programming-with-haxe/nmex-...

Posted on December 10, 2012 at 5:18 PM

Re: Build NMEX failed

Hope this helps:

1) You need to compile NMEX for armv7:
In the nmex\version\project
haxelib run hxcpp Build.xml -Diphoneos -DHXCPP_ARMV7

2) You need to include several libraries in XCODE, some of them can be included with:
<dependency name="GameKit.framework" if="ios"/>
<dependency name="StoreKit.framework" if="ios"/>
<dependency name="MessageUI.framework" if="ios"/>
<dependency name="SystemConfiguration.framework" if="ios"/>
<dependency name="CFNetwork.framework" if="ios"/>
And manually (I don't know how to do it with the nmml) you need libsql3.dylib, libGoogleAdMobAds.a and libGoogleAnalytics.a (the las files are in nmex ndll)

And now you should be able to compile... I guess... Good luck, smiling

Posted on December 10, 2012 at 5:17 PM

Re: Nmex in-app purchases

Did you solved the problem?

You can add some dependencies through <dependency> tag in nmml file, for example:

<dependency name="GameKit.framework" />

Posted on December 07, 2012 at 4:31 PM

NNML file properties

Hi, I'm working with nmex and is very tedious to add all the frameworks and libs needed in xcode project. Until now I've managed to add all the dependencies through (for example: <dependency name="GameKit.framework" /> ) But there are 3 dependencies that I can't add through this property. These dependencies are:
1) libsqlite3.dylib
2) libGoogleAdMobAds.a
3) libGoogleAnalytics.a

Is there a way to add those libs through the .nmml, or I have to add them every time I update the XCode project?

Thanks in advance!

Edit: I don't know why the example didn't showed up.

Posted on November 23, 2012 at 4:14 PM
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