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:
Help / Support / Can't use .mp3 files with Sfx class?
« Last post by POW2011 on November 27, 2017, 03:23:40 PM »

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
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.
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.
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The letterbox method is outdated and no longer accepted by Apple.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!
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.
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....

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?
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.
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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