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This is interesting, but, I just want to use standard trace, and to make it readeable. Few months ago, as far as I remember, everything was as it should be, nice black text, over flash content, and, now its this strange color, very difficult to read.
thanks again, RealyUniqueName
Posted on February 19, 2013 at 3:54 AM
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I don't know is it haxe or nme feature (or flash player perhaps), but my traces, when I build to flash are almost unreadable (0xad7e26, with outline 0x5281d9, picked it i psd, some orange for text and purple for outline).
It happened with some upgrade, and I didn't noticed it from the start, so I don't know where I should look for settings.
Is there a way to change it to black and white?
And, of course, I don't thing in the output panel, like in the FD, for example. When I do: "nme test flash", the trace statment in flash projector, over flash content are strange colored.
thanks
Posted on February 19, 2013 at 1:11 AM
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that worked
Thanks, RealyUniqueName
Posted on February 14, 2013 at 11:55 AM
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Hi
I have this code in my Main:
private function init(e)
{
this.graphics.beginFill(0x00FF00);
this.graphics.drawRect(0, 0, 100, 100);
this.addEventListener(MouseEvent.MOUSE_DOWN, this_mouseDown);
this.addEventListener(MouseEvent.MOUSE_UP, this_mouseUp);
this.addEventListener(MouseEvent.MOUSE_OUT, this_mouseUp);
this.addEventListener(MouseEvent.ROLL_OUT, this_mouseUp);
}
private function this_mouseDown(e:MouseEvent):Void
{
trace("DOWN");
}
private function this_mouseUp(e:MouseEvent):Void
{
trace("UP");
}
I want to detect event, when user leave my "button" while it's pressed.
If I press it, I got "DOWN" traced, but while is pressed, if I try to leave the button area, I have no traces at all (on Android, with flash everything works as it should).
I think it can be solved, because, simple button on android, works as the should (it changes states, even when it's pressed, and when leaving button, state changes again to up state.). I looked at SimpleButton class (native), but I could not find code which handles those states.
Thanks
Posted on February 14, 2013 at 2:23 AM
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How to erase SharedObject on windows build? And is there any way to have a look at data stored (like sharedobject reader for flash in FD)? Where is located, what format is it?
thanks
Posted on February 01, 2013 at 10:28 AM
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I tried the version from this link(latest build 3.5.5), and still, keyboard does not appear on blackberry device.
This is my source:
tfinput = new TextFormat();
tfinput.size = 60;
tfinput.color = 0x000000;
userName = new TextField();
userName.width = 650;
userName.height = 80;
userName.x = 10;
userName.y = 10;
userName.border = true;
userName.borderColor = 0x8d8d8d;
userName.selectable = true;
userName.type = TextFieldType.INPUT;
userName.defaultTextFormat=tfinput;
userName.text = "test";
addChild(userName);
Posted on January 20, 2013 at 6:03 AM
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Hi,
I have input text field, and when I click on it, virtual keyboard does not pop up on backberry device, like it does on the android device with the same application.
Is there a way to display virtual keyboard on blackberry manually?
thanks
Posted on January 19, 2013 at 4:36 AM
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Hi,
I have the same problem. Is this a bug? I'm using nme 3.4.4.
thanks
Posted on December 17, 2012 at 4:07 AM
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Basketball Free Throws 1.1 released
What's New in Version 1.1:
- Enhanced playability with Sticky Ball
- Reduced memory usage
- Reduced installation size
- Graphics optimization
** New Feature: Sticky Ball !!! **
catch the ball by placing a finger anywhere
and (@Huge) time on the scoreboard becomes red, last five seconds 
Posted on December 10, 2012 at 9:29 AM
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Thanks to HaxeNME and Nape physics engine, this game is available for android, and Blackberry and iOS versions are on their way. The game is free!
http://play.google.com/store/apps/details?id=com.backdoorweb.freeth...
http://www.backdoorweb.com/
Thanks all!
Posted on October 20, 2012 at 7:08 AM
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I tried to implement tilelayer in particle designer, its little bit bugy, but its working... only its not changing colors in flash. With JS I have strange behavior, it throws me error: C:\Motion-Twin\Haxe\lib\nme/3,3,3/nme/display/Tilesheet.hx:406: characters 0-19 : Class not found : jeash.display.Tilesheet
tilesheet class exist in jeash folder but not in nme/jeash folder. This has nothing to do with tilelayer, but maybe you seen this happenig before?
Posted on July 18, 2012 at 8:18 AM
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That was the problem, thanks Philippe, and you did great work with tilelayer framework, btw!
So there is no way to use r,g,b on flash target? Do you have in plan to implement that in the future?
Posted on July 18, 2012 at 8:07 AM
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Hi
How does r/g/b values work for tilelayer sprite?
i tried this code:
stilesheet = new SparrowTilesheet(Assets.getBitmapData("assets/cestica.png"), Assets.getText("assets/tilesheet.xml"));
layer = new TileLayer(stilesheet);
this.addChild(layer.view);
var sprite = new TileSprite("bg1");
layer.addChild(sprite);
sprite.x = 100;
sprite.y = 100;
sprite.r = 1;
sprite.g = 0;
sprite.b = .5;
sprite.alpha = .1;
layer.render();
everything works well, x,y, alpha, but not r,g and b offset. Am I doing something wrong here?
I'm using white dot, it changes alpha, it's position, size, but never changes color...
any ideas?
thanks
Posted on July 18, 2012 at 3:32 AM
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No, there is no NME on the other computer, and I can not install it there.
I tried to make folder in the root of my mac, and on the other computer we put it in the same place on the root. But, that approach does't work.
thanks
Posted on July 16, 2012 at 3:06 PM
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Hi,
I have trouble copy Xcode project from one mac to another. When I run project from Xcode on my mac mini, build is successful, but, when I copy entire folder to another mac, buid fails... Both mac are the same, with same lion os.
error end like this:
.... setenv VALID_ARCHS "armv6 i386"
  setenv XCODE_APP_SUPPORT_DIR /Applications/Xcode.app/Contents/Developer/Library/Xcode
  setenv XCODE_PRODUCT_BUILD_VERSION 4E1019
  setenv XCODE_VERSION_ACTUAL 0431
  setenv XCODE_VERSION_MAJOR 0400
  setenv XCODE_VERSION_MINOR 0430
  /usr/bin/make
Haxe armv6 build CONFIG : Debug-iphoneos
haxe Build.hxml -D iphone -D iphoneos -D HXCPP_ARMV6 -cpp build/Debug-iphoneos -debug
make: haxe: No such file or directory
make: *** [build-haxe-armv6] Error 1
any ideas?
thanks
Posted on July 16, 2012 at 2:28 PM
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I was wondering, is there a way to change Particle Designer for NME to use Tile Layer framework so it could be used for all targets.
I'll try to do it my self, but if someone did it already, please, help 
Thanks
Posted on July 13, 2012 at 6:27 AM
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Wow, great!
I never actually updated nme over svn, so I'm not so sure, what I have to do. I tried downloading latest svn release, I made folder 3,4,0, in current file set version, and I have some errors...
But, if 3.4 is going to be released soon, I'll wait for it 
thanks for reply
Posted on July 13, 2012 at 6:00 AM
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Hello,
I tried to test blackberry target, and I have some questions:
1. Do I need debug token to test on blackberry simulator. I did install virtual machine simulator, and it works ok, I think. But When I set blackberry target, at some point od compiling, it throws error, that I don't have token, which is true.
Is there some way to test without debug token
2. I tried to make some debug tokens, and I followed instructions:
http://supportforums.blackberry.com/t5/Web-and-WebWorks-Development...
from username pyth, somwhere in the middle of the page, and when I reach pt 6:
blackberry-signer -verbose -cskpass -keystore -storepass RDK
I got an error:
Error: Certificate chain not found for: RDK. RDK must reference a valid KeyStore key entry containing a private key and corresponding public key certificate chain.
I saw somewhere on blackberry support forum, that I probably need new csj keys. I downloaded csj again, but now I got error:
Error: Already registered with PBDT
Maybe this is only solution, but, how to "clean" my computer, so I can install this new csj key? But I don't know, maybe, I still got the same error.
Maybe I'm doing wrong aproach, but I don't know nothing about blackberry, but I like idea running my game on bb platform as well.
thanks for any help
Posted on July 12, 2012 at 4:04 AM
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Thanks for reply,
Well if it's not much of a work, it would be a good idea.
Posted on July 12, 2012 at 3:35 AM
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In documentation I saw that sound can be in ogg format, but, it doesn't work... while compiles, I got error invalid sound, but compiling continiues, and they doesn't play during game (ArgumentError: Error #2068: Invalid sound.). With wav files. everything work well. I tried different ogg fiiles, different settings while making ogg file, but nothing seems to work. This problem happens in android and flash, didn't try ios.
any suggestions?
thanks
Posted on July 10, 2012 at 1:42 PM
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