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Messages - Lazov

Pages: [1] 2 3
1
WME Lite / Re: I have a problem compiling for iOS
« on: April 02, 2020, 09:07:25 PM »
Try building a project from this repository. Everything should work.
https://bitbucket.org/hcdaniel/

2
WME Lite / Re: I have a problem compiling for iOS
« on: April 01, 2020, 04:16:12 PM »
What repository do you use?

3
You can install Linux on a virtual machine, for example, Ubuntu. And there compile libraries.

To test your project, you can install this application:
https://play.google.com/store/apps/details?id=org.deadcode.wmelite.development
Archives must be placed in the root of the SD card.

Here is a project with compiled libraries for Eclipse:
https://yadi.sk/d/VNcP924DV22p2A

4
You do not need Java to compile libraries.
I am using Android NDK r16b.
To build the APK on Windows installed Java 1.8.0.

5
Try running from the jni folder:
D:\dokumenty\wmeprojects\dependencies-for\dependencies\freeimage3154\jni> ndk-build
But on Windows, I get other errors. I compile libraries on Linux, so I can't help here.

6
Judging by the error, the compiler cannot find the file "src /../../../ prebuilt / android / armeabi / libfreetype.a"
You may have missed this step:
Quote
In the dependencies/ directory, sequentially enter the directories "FreeImage3154", "libfreetype-android" and "SDL". In each of them, call the build.sh script.

I can give you a project with already compiled libraries.

7
WME Lite / Re: Create .apk from precompiled sources in windows
« on: May 01, 2019, 10:34:44 AM »
Hi.
I use another repository, it works.
https://bitbucket.org/hcdaniel/wmelite-dependencies-for-linux-and-android/ - dependencies
https://bitbucket.org/hcdaniel/wmelite-rapaki-edition/ - wmelite
I build libraries on Linux. And the apk file on Windows. But you can build everything on Windows.
To build, I used the same instruction.

8
WME Lite / Re: Slider problem
« on: April 04, 2019, 09:20:39 PM »
I encountered the same problem. WME Lite does not handle the "LeftRelease" event on Window widgets. I compared the WME Lite code with WME and found a commented out part of the code in AdGame.cpp. If uncomment, everything works.
Code: C++
  1. bool Handled = /*m_State==GAME_RUNNING &&*/ SUCCEEDED(ApplyEvent("LeftRelease"));
Maybe someone knows why this code is commented out in WME Lite?

9
WME Lite / Re: Video Support
« on: April 02, 2019, 02:45:53 PM »
I was able to add video support for Android. Also checked the work on Linux. But the sound, unfortunately, does not work. I will use this code:

Code: WME Script
  1. method PlayVideoT(video, sound)
  2. {
  3.   var cMusic = Game.GetMusic();
  4.   var cMusicPos = Game.GetMusicPosition();
  5.  
  6.   Game.PlayMusic(sound);
  7.   Game.PlayTheora(video, null, null, null, false);
  8.  
  9.   if (cMusic != null) {
  10.     Game.PlayMusic(cMusic, true);
  11.     Game.SetMusicPosition(cMusicPos);
  12.   }
  13. }
There is a possibility of out-of-sync audio and video, but I did not notice it.

Compiled libraries can be obtained from here:
https://www.cateia.com/libtheoraplayer/wiki/index.php?title=Releases
You need to add these libraries to build files (for example, Makefile). You also need to add the path to the folder with files headers (.h), which are connected in the engine code.

I tested on the following repositories:
https://bitbucket.org/hcdaniel/wmelite-rapaki-edition - Android
https://bitbucket.org/JanKavan/wmelite-julia-branch - Linux

10
WME Lite / Streaming animation does not work for sprites
« on: January 20, 2019, 06:35:19 PM »
The "Streaming animation" function does not work for sprites in WME Lite.
I planned to use it as a replacement for small videos, because at the moment WME Lite does not support video playback. If the function "Streaming animation" is on, then when you start the animation, it immediately starts playing, without waiting for the full load in memory. But WME Lite waits for the full load of the animation and only after that it plays it.

Project with big animation:
https://drive.google.com/open?id=1s_jyk7NAcc773S6rcz7FmmRdq6SuaLce

11
WME Lite / Delay in calling your methods
« on: December 29, 2018, 09:42:36 PM »
Hi guys!

I noticed that the methods I created (or overridden) delay the execution of the script when I call them. What is the reason?
This is noticeable on weak smartphones.

Example:
Code: [Select]
method StartMusic(Filename, Looping, LoopStart) {
  if (this.GetMusic() != Filename) this.PlayMusic(Filename, Looping, LoopStart);
}

12
WME Lite / Re: Random Access Memory
« on: October 19, 2014, 10:50:53 AM »
When using obb game consumes the same amount of RAM.
The problem remains open.

13
WME Lite / Re: Random Access Memory
« on: September 29, 2014, 01:15:43 PM »
Have written to you in a PM.
I just looked at the free memory to run and after.

14
WME Lite / Re: Random Access Memory
« on: September 29, 2014, 08:32:12 AM »
File obb engine does not read. I unpacked the archive and threw dcp files on the sd-card. That is, files are in an open state. Nothing has changed, the game takes 300 MB of RAM. The problem in the engine. At this moment there is no way to port the big games.

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