February 26, 2017, 10:24:23 PM

Recent Posts

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1
Help / Support / Re: Can't build or test for windows (cpp)
« Last post by POW2011 on February 25, 2017, 06:55:58 PM »
Ok so as I was registering and typing this the compile actually finished... Just takes ages on this file for some reason. I also upgraded to visual studio 2015 update 3 don't know if that made a difference.
2
Help / Support / Can't build or test for windows (cpp) [solved]
« Last post by POW2011 on February 25, 2017, 06:48:39 PM »
Hi all,

I'm having a problem where if I compile with lime test windows
or lime build windows
the compiler gets stuck on src/__resources__.cpp

It is a blank haxepunk project. Works fine on niko and android.

Would anyone have a solution to this?

__resources__.cpp that's generated
Code: [Select]
// haxe
#include <hxcpp.h>

namespace hx {
extern unsigned char __res_0[];
extern unsigned char __res_1[];
extern unsigned char __res_2[];
extern unsigned char __res_3[];
extern unsigned char __res_4[];
extern unsigned char __res_5[];
extern unsigned char __res_6[];
extern unsigned char __res_7[];
extern unsigned char __res_8[];
extern unsigned char __res_9[];
extern unsigned char __res_10[];
extern unsigned char __res_11[];
}

hx::Resource __Resources[] = {
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_debug_png","\xf7","\x0f","\x48","\x08"),242,hx::__res_0 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_step_png","\xbc","\x15","\x53","\xfd"),251,hx::__res_1 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_hidden_png","\x5a","\x52","\x3e","\xfe"),1216,hx::__res_2 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_pause_png","\x1a","\x22","\x63","\x29"),213,hx::__res_3 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_play_png","\x64","\xd0","\x3d","\x9a"),242,hx::__res_4 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_logo_png","\x5b","\xc9","\x56","\xd6"),11620,hx::__res_5 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__font_04b_03___ttf_png","\x23","\x33","\x09","\xee"),1474,hx::__res_6 + 4 },
{ HX_HCSTRING("__ASSET__:bitmap_com_haxepunk_HaxePunkLogo","\xc6","\x94","\xdb","\xc1"),21044,hx::__res_7 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_visible_png","\x16","\x44","\x4a","\x1e"),1275,hx::__res_8 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_debug_console_output_png","\x71","\x79","\xde","\x83"),186,hx::__res_9 + 4 },
{ HX_HCSTRING("__ASSET__:image___ASSET__graphics_preloader_haxepunk_png","\xed","\xbd","\x11","\xfa"),21044,hx::__res_10 + 4 },
{ HX_HCSTRING("LIME_font___ASSET__font_04b_03___ttf","\x31","\x6a","\xc1","\x86"),17540,hx::__res_11 + 4 },
{ ::String(null()),0,0 }
};

namespace hx { Resource *GetResources() { return __Resources; } }
3
Showcase / Pinny McBallface Pinball
« Last post by bendmorris on February 25, 2017, 06:25:16 PM »
Hey everyone, Pinny McBallface Pinball was just released for Google Play. AFAIK this is the first release using the in-progress HaxePunk 4 (unreleased, available on GitHub) which includes new features such as per-Scene shaders. This project was built with NME using Spine/Inkscape for graphics and MilkyTracker/bfxr for sound.

Give it a try on Google Play!







4
Help / Support / Collide between two hitboxes
« Last post by noomnau on February 21, 2017, 07:15:00 AM »
Hello there!
There is a problem: I need to check collision between two entities (exactly, between two hitbox types, not objects) from the listing of the third object/entity. How can I do that?
5
Help / Support / Re: iOS build is very slow?
« Last post by jahndis on January 18, 2017, 12:16:38 PM »
I was originally attempting to update to the latest libs (required some code changes because of class restructuring if I remember correctly). So I'd rather I was using the latest libs. My results were slow both with the latest versions of lime and openfl as well as the versions I have listed.

I'll give hxscout a try (need to get it set up on my mac :P). I know that has helped find things on my main dev system before. Can you attach hxscout to an iOS process? The game runs fine in neko and mac targets so that wouldn't help much unless it can grab the iOS process.

To be honest, I'd be surprised if it's a HaxePunk/OpenFL/Lime issue. It seems more likely that the latest version of XCode might have some new things happening... Don't know if anyone else is building for iOS that could verify this?
6
Help / Support / Re: iOS build is very slow?
« Last post by bendmorris on January 15, 2017, 02:02:47 PM »
I'm not aware of any recent changes in HaxePunk that would specifically affect iOS. Are the OpenFL and Lime versions the same as before, or did you upgrade those as well? I would try using hxscout (http://hxscout.com) to see where the allocations in the beginning are coming from.
7
Help / Support / iOS build is very slow?
« Last post by jahndis on January 11, 2017, 02:05:34 AM »
I don't know if anyone else is seeing this, but I have a game that runs just fine on all of my android devices, runs fine on all desktop targets, but is slow as molasses on iOS. Here's some info:

My app is relatively simple. It preloads a set of 100 "shape" Entities with images created using Image.createGraphic(). (So I have 100 Image objects ranging from ~30x30 to ~300x300 depending on the size of the device). These shapes are kept in a pool that I use to spawn them. Each shape when spawned, is added to the room, and after a few seconds it is removed from the room and becomes available in the pool again.

Since everything is preloaded at the beginning, I wouldn't expect much memory growth. However, using the XCode(8) profiling tools, the total number of heap allocations balloons like crazy right at the beginning (1st couple of seconds) until it evens out at around 180MB. At this point the app is running noticeably slow.

Is there something I'm blatantly doing wrong? I've built this app for iOS with previous versions of HaxePunk and it works just fine (the version on the appstore works great still, just wanted to update it with some fixes I finally got around to doing). Is there an XCode option that I'm missing or did something change with the XCode update? Everything works on android just fine?

Other info:
Testing on an iphone 6+
my libs are at versions:
HaxePunk: [2.6.0]
hxcpp: [3.3.49]
lime: [2.9.1]
openfl: [3.6.1]
(I also tried with latest versions of each library with similar results. This is just what I happened to build the android versions with)

Thanks for any help or insight.
8
Help / Support / Re: XBOX Controller Support
« Last post by mekk on November 28, 2016, 01:10:31 AM »
Did you get your xbox controller to work yet?
9
Discussion / Chat with us on Gitter
« Last post by bendmorris on October 08, 2016, 08:39:13 PM »
Hi everyone, I've created a chat channel for HaxePunk on Gitter: https://gitter.im/HaxePunk/HaxePunk.

Come join us there if you want to show off your project, get help, or find out about development updates.
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Help / Support / Re: Fix Haxepunk to work with new Lime (+3.2) and Openfl (+4.1)...
« Last post by bendmorris on October 08, 2016, 01:17:25 AM »
Update: this is now merged. Check out the latest dev branch from Github and you can use OpenFL 4+ and Lime 3+.
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