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Viewing 1 to (42 Total) |
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I'm having the same problem, and looking at the svn source, there is only GL.hx
http://code.google.com/p/nekonme/source/browse/?name=3.5.4#git%2Fnm...
However, if you set Tag to <None>, the other files appear.
Posted on February 24, 2013 at 3:16 PM
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Anyone seen this yet? Looks like the OUYA has a competitor:
http://www.gamestick.tv/
Should be available in April for $79, runs Android and connects to hdmi.
I hope NME will be able to support this system as well.
Posted on February 24, 2013 at 11:53 AM
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Thanks Gamereclaim, that way fullscreen does work with hardware acceleration.
I've been doing lots of tests and it looks like OpenGL just has poor vsync support on Windows, it works, but the timing just seems to be sloppy.
BTW, setting vsync can be done with the wglSwapIntervalEXT extension, it is on be default.
Posted on January 22, 2013 at 3:21 AM
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I'm using the new version 3.5.4, actually I read about the changes in the main loop and wanted to try this again, since I've been having this problem for a long time already. I can't really tell if it's better than the previous versions.
I tried the vsync flag, but strangely it doesn't seem to make any difference at all (or it's not working for some reason).
BTW, this is on Windows 7, windowed mode (it looks like full screen doesn't use hardware at all, I get only 4 fps and the message "Couldn't set OpenGL mode:").
I don't know if this is something that can actually be fixed, it obviously also depends on Windows and the other processes are running at the same time. But somehow, Stage3D is able to get a perfectly constant frame rate under the same circumstances (flash without using Stage3D isn't very smooth).
With tests in other programming languages, I'm seeing better results with DirectX than with OpenGL (but still not as good as with Stage3D).
Posted on January 20, 2013 at 6:20 PM
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I'm very happy with Stage3D, it has a very steady framerate and I'm finally able to get real smooth scrolling again (at least in Windows 7), almost as good as in the old days with DOS!
Unfortunately, with cpp / windows (using drawtiles), the results are disappointing, I can't get it to run smoothly for more than a second at a time, sometimes two seconds. Strangely, it often does keep reporting 60 fps, even when I clearly see a jerk happening, so it probably renders twice after missing a frame or something like that.
Any ideas how this could be improved?
Is there an option like vsync?
Posted on January 19, 2013 at 4:43 PM
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Wow, that fixed it! Thanks!
Posted on January 04, 2013 at 9:04 AM
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With NME 3.5.3, I'm still not able to run anything on Android (Nexus 7).
Now I compiled the Actuate example and loaded the generated project into Eclipse and it shows what seems the problem:
FATAL EXCEPTION: main
java.lang.UnsatisfiedLinkError: Native method not found: org.haxe.nme.NME.onDeviceOrientationUpdate I)I
See screenshot
I tried commenting out the lines with onDeviceOrientationUpdate, onNormalOrientationFound and onOrientationUpdate and the Actuate example worked again.
Posted on January 04, 2013 at 6:38 AM
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Here is the nmml:
<?xml version="1.0" encoding="utf-8"?>
<project>
<app title="RetroGame" file="RetroGame" main="RetroGame" package="nl.wieringsoftware.retrogame" version="1.0.0" company="Mike Wiering" />
<window width="800" height="480" fps="100" background="#000000" orientation="landscape" resizable="true" if="flash" />
<window width="0" height="0" fps="60" background="#000000" orientation="landscape" resizable="true" if="android" />
<window width="800" height="480" fps="100" background="#000000" orientation="landscape" resizable="true" unless="flash|android" />
<set name="SWF_VERSION" value="11" />
<set name="BUILD_DIR" value="Export" />
<classpath name="Source" />
<haxelib name="nme" />
<haxelib name="actuate" />
<haxelib name="format" />
<assets path="Assets" rename="assets" include="*.png" exclude="nme.svg" />
<icon name="Assets/nme.svg" />
<ndll name="std" />
<ndll name="regexp" />
<ndll name="zlib" />
<ndll name="nme" haxelib="nme" />
<!-- haxedef name="NDKV7" if="android" / -->
<set name="ANDROID_INSTALL_LOCATION" value="auto" />
<haxedef name="Stage3D" if="flash" />
<haxedef name="Tilesheet" unless="flash" />
</project>
Posted on January 02, 2013 at 10:50 AM
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Thanks singmajesty, updating the NDK fixed the compilation issues.
However, anything I compile for Android crashes (The application ... has stopped unexpectedly) on both of my devices: Samsung Galaxy S (Android 2.3.6) and Nexus 7 (4.2.1).
On the emulator I get the INSTALL_FAILED_CONTAINER_ERROR, however changing ANDROID_INSTALL_LOCATION to auto or internalOnly doesn't help.
Failure [INSTALL_FAILED_CONTAINER_ERROR]
73 KB/s (3391307 bytes in 45.035s)
Starting: Intent { act=android.intent.action.MAIN cmp=nl.wieringsoftware.retrogame/.MainActivity }
Error type 3
Error: Activity class {nl.wieringsoftware.retrogame/nl.wieringsoftware.retrogame.MainActivity} does not exist.
Posted on January 02, 2013 at 5:40 AM
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After installing NME 3.5.2, the problem with Windows release versions crashing is solved!
Unfortunately however, I can't compile to Android anymore (hxcpp.h, error: typeinfo: no such file or directory), I have to investigate that more and I might start a separate thread.
Posted on January 01, 2013 at 2:17 PM
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Yes, arial.ttf is there.
And it does work in debug mode.
I thought I'd try it on my mini laptop with winxp, and did a (first time) installation of NME on it.
Ran into the same problem described in the thread "nme 3.5.1 WindowsXP. Command line error".
After updating from SVN and recompiling, NME works again, but I can't run anything compiled for the windows target on winxp:
Can't find entry point of FlsFree in KERNEL32.dll
Posted on December 30, 2012 at 5:19 AM
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It's a runtime error, here is a screenshot.
These are the versions I'm using (I updated nme from SVN today):
C:\haxe>haxelib list
actuate: 1.43 [1.52]
flixel: [1.07]
format: 1.25 [dev:c:\hxformat]
hxcpp: 2.10 2.10.2 [dev:c:\hxcpp]
nape: [2.0.3]
nme: 3.4.4 3.5.0 [dev:c:\nekonme]
svg: 1.02 [1.03]
swf: 1.13 [1.17]
xfl: [1.02]
Edit: changed hxcpp to SVN version, no difference
Haxe Compiler 2.11 r5733
Edit 2:
Looks like TextField is causing a problem, the following has the same effect:
tf = new TextField ();
tf.text = "Hello!";
addChild (tf);
If I change the second line to tf.text = ""; it doesn't crash.
Posted on December 27, 2012 at 7:17 PM
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Using the newest version, any project using nme.display.FPS crashes when compiling to windows release.
Posted on December 27, 2012 at 6:36 PM
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Capabilities.language crashes on iOS (at least in the simulator, I don't have real devices yet).
It works fine in flash, windows and android.
I'm using the 3.4.4 beta version, Mac OS X 10.6.8, xcode 4.2.
Posted on November 30, 2012 at 5:13 PM
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I'm using OS X 10.6.8 with xcode 4.2 and NME 3,4,4 beta.
Any ideas?
unknown-00-16-cb-a8-73-9e:bunnymark mike$ nme run build.nmml ios -simulator -v
----- UPDATE DEVICE -----
----- RUN -----
/usr/lib/haxe/lib/nme/3,4,4/tools/command-line/bin/ios-sim launch /Users/mike/bunnymark/bin/ios/build/Release-iphonesimulator/BunnyMark.app --sdk 5.0 --family iphone
dyld: Library not loaded: @rpath/iPhoneSimulatorRemoteClient.framework/Versions/A/iPhoneSimulatorRemoteClient
Referenced from: /usr/lib/haxe/lib/nme/3,4,4/tools/command-line/bin/ios-sim
Reason: image not found
Called from ? line 1
Called from InstallTool.hx line 679
Called from a C function
Called from InstallTool.hx line 119
Called from a C function
Called from installers/InstallerBase.hx line 244
Called from installers/IOSInstaller.hx line 198
Called from helpers/IOSHelper.hx line 181
Called from helpers/ProcessHelper.hx line 125
Called from InstallTool.hx line 152
Called from helpers/ProcessHelper.hx line 119
Called from helpers/ProcessHelper.hx line 169
Uncaught exception - Error running: /usr/lib/haxe/lib/nme/3,4,4/tools/command-line/bin/ios-sim launch /Users/mike/bunnymark/bin/ios/build/Release-iphonesimulator/BunnyMark.app --sdk 5.0 --family iphone []
unknown-00-16-cb-a8-73-9e:bunnymark mike$
Posted on November 25, 2012 at 2:22 PM
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Posted on November 24, 2012 at 8:31 PM
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Has anyone been able to solve this problem?
I'm trying out NME on a Mac for the first time and can't get anything to compile because of this error.
I have OSX 10.6.8 and xcode 3.2.6 and I'm using NME-3.4.4-Beta-Mac.
- - - - -
unknown-00-16-cb-a8-73-9e:bunnymark mike$ nme test build.nmml ios -simulator -v
----- UPDATE -----
process /usr/lib/haxe/lib/nme/3,4,4/templates/default/haxe/nme/installer/Assets.hx bin/ios/BunnyMark//haxe/nme/installer/Assets.hx
process /usr/lib/haxe/lib/nme/3,4,4/templates/default/iphone/PROJ/haxe/ApplicationMain.hx bin/ios/BunnyMark//haxe/ApplicationMain.hx
process /usr/lib/haxe/lib/nme/3,4,4/templates/default/iphone/PROJ/haxe/Build.hxml bin/ios/BunnyMark//haxe/Build.hxml
process /usr/lib/haxe/lib/nme/3,4,4/templates/default/iphone/PROJ/Classes/Main.mm bin/ios/BunnyMark/Classes/Main.mm
process /usr/lib/haxe/lib/nme/3,4,4/templates/default/iphone/PROJ/PROJ-Entitlements.plist bin/ios/BunnyMark/BunnyMark-Entitlements.plist
process /usr/lib/haxe/lib/nme/3,4,4/templates/default/iphone/PROJ/PROJ-Info.plist bin/ios/BunnyMark/BunnyMark-Info.plist
process /usr/lib/haxe/lib/nme/3,4,4/templates/default/iphone/PROJ/PROJ-Prefix.pch bin/ios/BunnyMark/BunnyMark-Prefix.pch
process /usr/lib/haxe/lib/nme/3,4,4/templates/default/iphone/PROJ.xcodeproj/project.pbxproj bin/ios/BunnyMark.xcodeproj/project.pbxproj
----- BUILD -----
cd bin/ios
xcodebuild -configuration Release PLATFORM_NAME=iphonesimulator SDKROOT=iphonesimulator4.3 -arch i386
unknown option: -arch
Usage: xcodebuild [-project <projectname>] [-activetarget] [-alltargets] [-target <targetname>]... [-parallelizeTargets] [-activeconfiguration] [-configuration <configurationname>] [-sdk <sdkfullpath>|<sdkname>] [-xcconfig <filepath>] [<buildsetting>=<value>]... [<buildaction>]...
xcodebuild [-version [-sdk [<sdkfullpath>|<sdkname>] [<item>] ]
xcodebuild [-showsdks]
xcodebuild [-find <binary> -sdk <sdkfullpath>|<sdkname>]
xcodebuild [-list]
Called from ? line 1
Called from InstallTool.hx line 679
Called from a C function
Called from InstallTool.hx line 119
Called from a C function
Called from installers/InstallerBase.hx line 229
Called from installers/IOSInstaller.hx line 26
Called from helpers/IOSHelper.hx line 51
Called from helpers/ProcessHelper.hx line 125
Called from InstallTool.hx line 152
Called from helpers/ProcessHelper.hx line 119
Called from helpers/ProcessHelper.hx line 169
Uncaught exception - Error running: xcodebuild -configuration Release PLATFORM_NAME=iphonesimulator SDKROOT=iphonesimulator4.3 -arch i386 [bin/ios]
unknown-00-16-cb-a8-73-9e:bunnymark mike$
Posted on November 19, 2012 at 5:13 PM
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Thanks a lot, I'll try it.
Posted on November 12, 2012 at 11:10 AM
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Is there a way to set the permissions your app will require (like in the .nmml)?
It looks like anything created with NME for Android requires the following permissions:
WAKE_LOCK
INTERNET
VIBRATE
ACCESS_NETWORK_STATE
But if they're not used, listing them will only make your app seem less trustworthy.
I would edit the AndroidManifest.xml, but it looks like that gets overwritten with each new compilation.
Posted on November 11, 2012 at 1:33 PM
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I just finished the Android version of my game Sint Nicolaas:
http://play.google.com/store/apps/details?id=nl.wieringsoftware.sin... (free)
Old flash version here:http://www.wieringsoftware.nl/flash/sint/...
Posted on November 08, 2012 at 6:03 PM
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