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Re: NNML file propertiesUse the template tag? It will get coppied to the bin of your target platform's bin directory.
Posted on November 24, 2012 at 7:30 AM
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Issue with the new NME command line toolsIssue <set name="WIDTH" value="640" /> to <set name="WIDTH" value="640" if="debug"/> When I do nme build -debugThe build process failed. Is this intended/by design for the new command line? Work around You can choose one of the following. * Add -old in the command line parameter * Add -Ddebug in the command line parameter Thanks.
Posted on November 23, 2012 at 3:51 AM
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Re: NME 3.3.2 windows extension build problem caused by JNII don't think this is a bug in NME at all, it's a bug in the example, JNI should only be used when interfacing between Java and native code (C++). Windows target doesn't need/use that.
Posted on September 21, 2012 at 10:45 PM
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Re: Upgrading to NME 3.4 and Haxe 2.10 with the installer on 64-bit LinuxThere has been a slight changes in Neko for 64bit, the one in the official website is not yet updated CMIIW. So your best bet is to build Neko yourself with the 64bit flag turned on (I forgot which one, but just open the makefile, you can't miss it), so it will look for the ndlls in the /Linux64/. You don't have to rebuild all of it, just the std.ndll IIRC. I hope this whole 32/64 bit thing should be resolved soon (maybe in the next minor/major version).
Posted on July 22, 2012 at 9:59 PM
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Re: Problem installing NME manuallyUse the SVN version of hxcpp and NME, look on the documentation on how to do it. AFAIK, the official version haven't catch up yet.
Posted on March 12, 2012 at 8:03 PM
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Re: Does SWF embedding can cause NME to fallback to software rendering ?Yeah I only want to use this mainly for UI. Because its easier to do layout in flash IDE. I just think it defeats the purpose of having swf if I still have to cache the movieclip (and button too ?). Well not a problem anyway, my friend and I decided to just use bitmap for now until we know further
Posted on March 06, 2012 at 8:19 AM
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Re: Does SWF embedding can cause NME to fallback to software rendering ?Well I checked and I don't think I have any text or shape in the swf/fla so I don't know why this is so slow. Btw here is my code, I made 2 class SpeedOn and SpeedOnTween, in the SpeedOn class I'm doing it manually and it run great on any resolution, in the SpeedOnTween class I'm using the movieclip from SWF, which runs terrible, even on low resolution (down scaled).
Posted on March 05, 2012 at 5:41 PM
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Re: Does SWF embedding can cause NME to fallback to software rendering ?Well I don't have any cacheAsBitmap used anywhere so that couldn't be the issue. The movie clip though consist of 3 layer tweened movie clip. So it might be the problem. I'll post the whole code later today if I still can't find the problem.
Posted on March 04, 2012 at 7:02 PM
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Does SWF embedding can cause NME to fallback to software rendering ?If so, when and why does this happen ? So I can try my best to avoid this when preparing my SWF assets.
Posted on March 04, 2012 at 10:46 AM
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Using MovieClip from SWF in NME problem [SOLVED]Hi sorry if this question is already answered elsewhere and/or pretty stupid thing to ask, since I haven't been really code in HaXe for a while. So I want to check out a few things, so I download and open the NyanCat project again. While tinkering with it, I realize I cannot use MovieClip as type for the "cat" variable, I have to (if I explicitly type it) set it's type to NyanCatAnimation. Now this is not exactly ideal if I want to have a Vector or Array (typed) of MovieClip from SWF since It have to be stored as/cast to MovieClip
Posted on March 02, 2012 at 4:36 AM
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Re: HXCPP failed to build NME on WindowsArgh nevermind, updating to haxe nightlies for today, hxcpp and nme from SVN solved it
Posted on February 21, 2012 at 5:50 PM
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Re: Unable to resolve target 'android-8'You need to install SDK 8 (android 2.2). Because each platform version is not inclusive.CMIIW, even if you have android-15 installed, it doesn't mean it include all platform from 1-15
Posted on February 21, 2012 at 4:44 PM
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HXCPP failed to build NME on WindowsSo I boot up to my Windows machine after a while, and I want to update my NME installation, so I updated everything from nme, hxcpp, sdl-static and gm2d. Also I updated haxe to use the latest nightly. But I got this error when build NME for Windows
Posted on February 20, 2012 at 9:05 AM
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Re: Audio not working on Android targetOk here it is
Posted on February 07, 2012 at 1:10 PM
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Re: Audio not working on Android targetThe Nyan Cat works on Android, only the sound doesn't come out. My initial though is the same as yours, that somehow the sound file is not loaded or played correctly. I tried to trace it, but CMIIW using run doesn't print the log like it used to.
Posted on February 07, 2012 at 1:31 AM
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Audio not working on Android targetSo I'll be quick,
Posted on February 04, 2012 at 11:55 PM
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Re: If you guys need a scripting system for your games, try OrbitHow is this compare to hscript ?
Posted on January 06, 2012 at 8:00 AM
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Re: Super Goblin War Machine, Black Market and Coffee Break HeroJust found out about Big Block Games yesterday when one of my co worker played Coffee Break Hero. Its nice to know it was made with haXe + NME
Posted on December 01, 2011 at 10:42 PM
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Re: Problem with using Accelerometer on Android targetAs promised here it is
Posted on November 28, 2011 at 10:30 AM
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Re: Problem with using Accelerometer on Android targetThanks Josh ! I only got it compile and briefly tested it this morning, and it looks Ok, I will check again when I got back from work. Also while we're on subject of Accelerometer, I think there is still a slight problem with The setRequestedUpdateInterval method is used to set the desired time interval for updates. The time interval is measured in milliseconds. The update interval is only used as a hint to conserve the battery power. The actual time between acceleration updates may be greater or lesser than this value. Any change in the update interval affects all registered listeners. You can use the Accelerometer class without calling the setRequestedUpdateInterval() method. In this case, the application receives updates based on the device's default interval. Last time I checked it, you can't receive "AccelerometerEvent.UPDATE" event, without first invoking the "setRequestUpdateInterval()". Also "Accelerometer.isSupported" is *ONLY* valid if you instantiate a new Accelerometer using "new", I believe this is not the right behavior. So while the "nme.ui.Accelerometer" does work, I think for the sake of completeness and cross platform (mainly between other platform with flash) I think we should fixed it. I'll try to make a patch soon, I hope you would review it
Posted on November 27, 2011 at 10:50 PM
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