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November 07, 2011

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aaulia

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Re: NNML file properties

Use 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

Issue with the new NME command line tools

Issue
The new command line tools seems to forgot to add debug variable when parsing mmml. For example, sample 02-Text from the git/svn NME if I change the line

<set name="WIDTH" value="640" />
<set name="HEIGHT" value="320" />


to

<set name="WIDTH" value="640" if="debug"/>
<set name="HEIGHT" value="320" if="debug"/>


When I do

nme build -debug

The 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

Re: NME 3.3.2 windows extension build problem caused by JNI

I 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

Re: Upgrading to NME 3.4 and Haxe 2.10 with the installer on 64-bit Linux

There 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

Re: Problem installing NME manually

Use 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

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 smiling.

Posted on March 06, 2012 at 8:19 AM

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).

http://www.mediafire.com/?773w3icxrbp7fhb...

Posted on March 05, 2012 at 5:41 PM

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

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.


EDIT: I think a little back story of why am I asking this is in order. So my friend (an artist) and I want to started a SHMUP/Avoider game using NME (I pitched it to him), and I'm very excited with the SWF embedding feature, because that would make our job so much easier (especially regarding UI, since he is very meticulous about this sort of things).

So I create a test app to test this, by loading a movie clip with very simple content, a scrolling background consist of 3 movieclips aligned vertically, and have their position tweened for 60 frames, in 20 FPS for 3 seconds. So I loaded it and try it on Windows and Flash target with great result. Now come Android, so I set the app to scale the screen (320x480) to go fullscreen (1280x720 and 480x800). The result is I got 3-4 FPS, which shocks me. So I think, maybe the tween caused NME to somehow fallback to software rendering, So I convert the tween to 60 keyframes, but the result is still the same. 3-4 FPS. Which is why now I'm asking this question so I (and my friend) can tailor our assets so it doesn't have to bring the whole app down to 3-4 FPS grin

Posted on March 04, 2012 at 10:46 AM

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 awkward. So the point is why can't I upcast the NyanCatAnimation to MovieClip, when in the fla the symbol is typed as MovieClip ?


EDIT: Okay this is embarrassing, turns out I have to user format.swf.MovieClip instead of the nme.display.MovieClip ^_^.

Posted on March 02, 2012 at 4:36 AM

Re: HXCPP failed to build NME on Windows

Argh nevermind, updating to haxe nightlies for today, hxcpp and nme from SVN solved it smiling

Posted on February 21, 2012 at 5:50 PM

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

HXCPP failed to build NME on Windows

So 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


Input.cpp
cl.exe -Iinclude -I../../sdl-static/include -I../../sdl-static/include/SDL12 -DSDL_OGL -DNME_CURL_SSL -Isoftware-renderer/include -nologo -O2 -MT -DHX_WINDOWS -GR -Zi -c -EHs -IF:\external\haxe\hxcpp-svn//include -D_CRT_SECURE_NO_DEPRECATE -wd4996 -Ie:/VS8//PlatformSDK/Include ./common/SurfaceIO.cpp -Foobj/mscv/common/SurfaceIO.obj
SurfaceIO.cpp
f:\external\haxe\sdl-static\include\jmorecfg.h(190) : warning C4005: 'EXTERN' : macro redefinition
f:\external\haxe\hxcpp-svn\include\hx\OS.h(94) : see previous definition of 'EXTERN'
cl.exe -Iinclude -I../../sdl-static/include -I../../sdl-static/include/SDL12 -DSDL_OGL -DNME_CURL_SSL -Isoftware-renderer/include -nologo -O2 -MT -DHX_WINDOWS -GR -Zi -c -EHs -IF:\external\haxe\hxcpp-svn//include -D_CRT_SECURE_NO_DEPRECATE -wd4996 -Ie:/VS8//PlatformSDK/Include ./common/ManagedStage.cpp -Foobj/mscv/common/ManagedStage.obj
ManagedStage.cpp
f:\external\haxe\nme-svn\project\common\externalinterface.cpp(1737) : error C4716: 'nme_external_interface_register_callbacks' : must return a value
cl.exe -Iinclude -I../../sdl-static/include -I../../sdl-static/include/SDL12 -DSDL_OGL -DNME_CURL_SSL -Isoftware-renderer/include -nologo -O2 -MT -DHX_WINDOWS -GR -Zi -c -EHs -IF:\external\haxe\hxcpp-svn//include -D_CRT_SECURE_NO_DEPRECATE -wd4996 -Ie:/VS8//PlatformSDK/Include ./common/CURL.cpp -Foobj/mscv/common/CURL.obj
CURL.cpp


My attempt to build for Android works, although I also got a warning from the compiler about extern awkward

Posted on February 20, 2012 at 9:05 AM

Re: Audio not working on Android target

Ok here it is

HXCPP from SVN, at the time I compiled the example is probably around r414, since there is new commit just now which makes it r415.
NME from SVN, and since I see you have committed 2 commit, today, I guess it was around r1293
SWF I'm using 1.07 (this is the latest at haxelib AFAIK)

EDIT: OK confirmed the NyanCat now sings after rebuilding grin

Posted on February 07, 2012 at 1:10 PM

Re: Audio not working on Android target

The 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

Audio not working on Android target

So I'll be quick,

How to reproduce:
Build sample 06-Sound or NyanCat Sample (SWF embed sample) for Android target, and then test on device, no audio/sound

Setup:
Linux & Windows, using haxe nightly (well the latest I could find in the nightly site for both OSes)
Latest hxcpp, nme, gm2d and sdl-static from SVN
Latest swf, format, actuate, and other haxelibs

EDIT:
It works for Flash and Native OS (Linux/Windows) target without problem.

Posted on February 04, 2012 at 11:55 PM

Re: If you guys need a scripting system for your games, try Orbit

How is this compare to hscript ?

Posted on January 06, 2012 at 8:00 AM

Re: Super Goblin War Machine, Black Market and Coffee Break Hero

Just 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 grin. Out of coriousity Josh, do you know if these games using haXe + NME only or did they also use GM2D ?

Posted on December 01, 2011 at 10:42 PM

Re: Problem with using Accelerometer on Android target

As promised here it is

Index: nekonme-svn/nme/sensors/Accelerometer.hx
===================================================================
--- nekonme-svn/nme/sensors/Accelerometer.hx (revision 1104)
+++ nekonme-svn/nme/sensors/Accelerometer.hx (working copy)
@@ -11,25 +11,20 @@
class Accelerometer extends EventDispatcher
{

- public static var isSupported(default, null):Bool;
+ public static var isSupported(checkSupport, null):Bool;

public var muted(default, null):Bool;

private var timer:Timer;

+ private static function checkSupport():Bool {
+ return nme_input_get_acceleration() != null;
+ }

public function new()
{
super();
-
- if (nme_input_get_acceleration() == null)
- {
- isSupported = false;
- }
- else
- {
- isSupported = true;
- }
+ setRequestedUpdateInterval(40);
}


@@ -72,4 +67,4 @@

#else
typedef Accelerometer = flash.sensors.Accelerometer;
-#end
\ No newline at end of file
+#end

Posted on November 28, 2011 at 10:30 AM

Re: Problem with using Accelerometer on Android target

Thanks 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

nme.sensors.Accelerometer

According to thishttp://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/...

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 smiling

Posted on November 27, 2011 at 10:50 PM
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