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Messages - HCDaniel

Pages: 1 2 [3] 4 5 ... 12
31
WME Lite / Re: 64 bit apps?
« on: December 24, 2015, 09:51:03 AM »
Theora is currently not a priority for me as we do not need it for our game. I am busy with engine adaptations for ios and android at the moment.

32
Game announcements / Krabat a potajnstwo serbskeho krala
« on: November 23, 2015, 11:54:30 AM »
Hi,

after 6 years of work we released our WME (lite) based adventure "Krabat a potajnstwo serbskeho krala" (Krabat and the mystery of the sorbian king). It is an old-school point&click adventure, loosely based on the legend of Krabat, which is famous in our region.

The game is in sorbian and german only, unfortunately no english version.

Visit http://www.rapaki.de for more information. And of yourse, you can order a copy here: https://shop.sorben.com/

33
WME Lite / Re: Android, how to set up project?
« on: November 09, 2015, 01:32:13 PM »
Just send me your .dcp files (I assume that's what you meant) and the desired canonical name of your app, then I can send you a "debug APK" for testing.

34
WME Lite / Re: Android, how to set up project?
« on: November 07, 2015, 03:06:51 PM »
That I can't really tell. Android devices come in a variety of (native) resolutions. Whatever looks good on one device, might look bad on another. You need to check several devices. The Android emulator allows to configure screen size and resolution (not sure if 100% freely, but you have several options), so you can check there as well.

For our project we historically decided for 1024x600. That looks good on a variety of devices, independent of their native resolution (wmelite will scale the picture to fullscreen, keeping only the acpect ratio - thus a ratio of around 16:9 should be used to keep the black bars at the side of the screen small).

More important was the use of the "pixelperfect" rendering option in the "settings.xml", as we could not afford inaccuracies of graphics when they were all individually scaled when being drawn. That option is on one hand very memory intensive (you need a back buffer of your graphics in original resolution and depth in memory additionally), but avoids scaling artifacts between individual graphics. It depends on how you arrange your graphics, whether you actually need this option. It should be kept off if not necessary.

35
WME Lite / Re: Android, how to set up project?
« on: November 07, 2015, 01:45:21 PM »
Yes I did that. No change :( Any Way I can get you to compile the final apk for me?

Can you check whether you have any local modifications to files - modifications which "do not look correct"? ("hg diff" would tell, resp. the appropriate TortoiseHG command)

Certainly I could build a debug .apk for you - just send me your .dcp file(s) and tell me the app's canonical name (like "com.mydomain.mygame.MyGameTitle"). This would be fine for your local tests (as it would be signed with my "debug key").

To finally publish an app, you need to sign it with your "release key", and that is one you better keep secret ;-) So in the end we need to get the toolchain working for you, even if I can help you out in the meantime.

36
WME Lite / Re: Android, how to set up project?
« on: November 06, 2015, 01:09:13 PM »
Hmm, that is really strange. The dependencies package only replaces the files in the "libs" folder, the "AndroidManifest.xml" should remain untouched.

Also pretty strange is how the "AndroidManifest.xml" ended up in your "bin" folder.

Can you try an "ant clean" before "ant debug"?

37
WME Lite / Re: Android, how to set up project?
« on: November 01, 2015, 11:16:40 AM »
I have updated the dependencies package and the repo on bitbucket (original wmelite project). Your game template now works for me. Please update repo and dependencies, then you can try it out.

38
WME Lite / Re: Android, how to set up project?
« on: October 27, 2015, 07:54:00 AM »
It's not about money. I don't have a lot of time at the moment (working on releasing a game this week). Let's see if everything works well, then I can spend some more time on wmelite soon.

39
WME Lite / Re: Android, how to set up project?
« on: October 27, 2015, 07:32:20 AM »
You could use my branch, but that would mean compiling all native libraries from source. With a working Android NDK install (and Cygwin for Windows) this is doable, but probably quite a hassle if you haven't done it before.

40
WME Lite / Re: 64 bit apps?
« on: October 27, 2015, 07:02:41 AM »
The good news is that at least the rebuilt dependencies seem to work (initially) for you :)

In my fork, I try to replace BASS by SDL_Mixer (because that one is royalty free). But it probably still has bugs (at least one I'd say).

Can you manually change the iOS project to remove the "USE_SDL_MIXER" define, replace the 2 relevant files from the "SDL_mixer" subdir with the regular ones, and add the BASS libraries? Then you should be back to BASS. (You might also try to simply use the main repo with my dependencies plus BASS, this might also work.)

I haven't seen the crash, because I only use the functions with a channel (e.g. PlayMusicChannel() and so on). If you don't mind, would you send me a project where the error occurs (unless it's the same one that you want to build for Android...)? Will probably take a while until I can have a look though.

41
WME Lite / Re: Android, how to set up project?
« on: October 27, 2015, 06:55:10 AM »
I found this error in the log file:

Code: [Select]
E/AndroidRuntime(11427): FATAL EXCEPTION: main

E/AndroidRuntime(11427): Process: org.CopelandGames.FartBlackjack, PID: 11427

E/AndroidRuntime(11427): java.lang.UnsatisfiedLinkError: Native method not found: org.libsdl.app.SDLActivity.nativeAddHintCallback:(Ljava/lang/String;Lorg/libsdl/app/SDLActivity$SDLHintCallback;)V

E/AndroidRuntime(11427): at org.libsdl.app.SDLActivity.nativeAddHintCallback(Native Method)

E/AndroidRuntime(11427): at org.libsdl.app.SDLActivity.onCreate(SDLActivity.java:189)

E/AndroidRuntime(11427): at android.app.Activity.performCreate(Activity.java:5585)

E/AndroidRuntime(11427): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1093)

E/AndroidRuntime(11427): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2400)

E/AndroidRuntime(11427): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2495)

E/AndroidRuntime(11427): at android.app.ActivityThread.access$900(ActivityThread.java:170)

E/AndroidRuntime(11427): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1304)

E/AndroidRuntime(11427): at android.os.Handler.dispatchMessage(Handler.java:102)

E/AndroidRuntime(11427): at android.os.Looper.loop(Looper.java:146)

E/AndroidRuntime(11427): at android.app.ActivityThread.main(ActivityThread.java:5635)

E/AndroidRuntime(11427): at java.lang.reflect.Method.invokeNative(Native Method)

E/AndroidRuntime(11427): at java.lang.reflect.Method.invoke(Method.java:515)

E/AndroidRuntime(11427): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1291)

E/AndroidRuntime(11427): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1107)

E/AndroidRuntime(11427): at dalvik.system.NativeStart.main(Native Method)

This looks like a mismatch of native libraries and the SDLActivity Java class. Now that I think about it, you were probably using the dependency package on bitbucket, which is out of date. I need to update and test the original WME on Android again (was only working on my branch lately). I hope I'll find the time to do that in the coming days.

42
WME Lite / Re: Android, how to set up project?
« on: October 26, 2015, 01:29:57 PM »
Unfortunately I can't check your project right now. Sooner or later you will need a working "adb" anyway, so please try to get this one working.

You need to install a driver for your device, apart from the standard functionality of accessing files on the phone storage. Sometimes, Windows will prompt you to do so. Once you have "USB debugging" enabled on your device (in the developer settings), check that a driver for the "adb interface" is installed. If not, try to get the driver from the manufacturer website, or try to force the Google driver (somewhere in the SDK) to be installed instead.

As a bonus, "ant installd" will then automatically install and run your app.

43
WME Lite / Re: Android, how to set up project?
« on: October 26, 2015, 11:26:50 AM »
Can you paste the relevant section of your android log? You can capture it by using "adb logcat" on the shell. I need the log of around the time when the game stops working.

Typical mistakes could be missing native libraries, or missing game data (if you added it in the assets/raw folder, you should update "WMELiteFunctions.java" as described in the wiki).

Maybe it is something else though. The log should tell.

44
WME Lite / Re: Android, how to set up project?
« on: October 26, 2015, 10:47:04 AM »
No, just change the filename to "FartBlackJack.java" (add the missing capital "J").

45
WME Lite / Re: Android, how to set up project?
« on: October 26, 2015, 10:24:07 AM »
You have a typo. The class is called "FartBlackJack" but the file has the name "FartBlackack.java". Class name and file name must match.

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