December 14, 2017, 06:50:56 PM

Recent Posts

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Help / Support / Re: Can't use .mp3 files with Sfx class?
« Last post by bendmorris on November 27, 2017, 07:22:57 PM »
I'm pretty sure OpenFL/Lime doesn't currently support MP3 on desktop. Looks like this may be coming: https://github.com/openfl/lime/issues/892
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Help / Support / Can't use .mp3 files with Sfx class?
« Last post by POW2011 on November 27, 2017, 03:23:40 PM »
Hi,

I can't seem to use my .mp3 files with Sfx class, .wav works. MP3s do not get copied to the bin directory and even if I copy manually it doesn't work anyway on any targets. I even tried some random .mp3s and none of them work. When I compile to windows (cpp), at run time it gives an exception with something like "No sound asset with this ID found "path/here.mp3"". Yes the path and the file name is definitely correct.
 
Anyone ever had this?

EDIT: hmm .OGG seems to work as a work around
3
Help / Support / Re: zoomEven scale method
« Last post by AndrewBradd on October 24, 2017, 10:07:50 PM »
Great I will try to see how to return to what it is.
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Help / Support / Re: zoomEven scale method
« Last post by bendmorris on October 17, 2017, 09:34:59 AM »
It sounds like what you want is haxepunk.screen.UniformScaleMode, with the first argument set to UniformScaleType.ZoomIn. If you take a look at the examples, there's a "screenscale" project which shows the different variations of scaling methods we support.
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Help / Support / zoomEven scale method
« Last post by mikale on September 29, 2017, 05:45:00 AM »
Hi all,

I'm having a hard time figuring this out, I really wish there was an official tutorial for developing for multiple screen sizes but this is what I want to do.
I want to use the zoomEven scale method for my game, taken from Corona SDK's documentation:
 


The letterbox method is outdated and no longer accepted by Apple. The second method works for me when I code in Corona because I use fairly hi res assets and I'm not too picky about a slight bit of upscaling or downscaling.
I just need to be able to add something to my startup code so I can develop my game for one screen size, and it will scale it up or down, and center it accordingly (in portrait or landscape).

Any help would be very appreciated! :) Thanks!
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Help / Support / Re: Flipped Removed
« Last post by zerocreativity1 on September 22, 2017, 08:37:30 PM »
Was this a bug? This is kind of holding up my development.
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Help / Support / Re: Fix Haxepunk to work with new Lime (+3.2) and Openfl (+4.1)...
« Last post by reaperspeeds on September 06, 2017, 11:11:41 AM »
Update: this is now merged. Check out the latest dev branch from Github and you can use OpenFL 4+ and Lime 3+.

Theirs any documentation or examples where we can make the changes of code?

I know that in the github have some, but I need to use multitouch and i dont find where is it....

Thanks.
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Help / Support / Flipped Removed
« Last post by zerocreativity1 on August 27, 2017, 02:56:44 AM »
Why was flipped removed? is there a new way to flip images?
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Help / Support / Re: HaxeUI + HaxePunk
« Last post by infidel on March 28, 2017, 02:44:56 PM »
All right, I've set up a clean application and it worked there. So after some poking around I've isolated the problem - I create a GUI OpenFL TextField that is the size of the window, add it to the Sprite background and then hide it setting "visible=false". Apparently even if the text field is not visible because its parent is hidden, it still catches all of the mouse events. Hiding the field itself, too, solves this problem.
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Help / Support / Re: HaxeUI + HaxePunk
« Last post by bendmorris on March 25, 2017, 04:56:07 PM »
If you're using a custom cursor in HaxePunk, there's no way to put that above HaxeUI - you'd need a separate OpenFL Sprite.
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