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Messages - genuinefafa

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1
WME Lite / Re: Problem Build IOS
« on: November 20, 2012, 08:41:37 PM »
Let's see... :)


* You can download the latest source code using Mercurial, from here.
https://bitbucket.org/MnemonicWME/wmelite


* Then, download the dependencies from here https://bitbucket.org/MnemonicWME/wmelite/downloads
And follow this, http://res.dead-code.org/doku.php/wmelite:building#ios


* On finder, after installing xCode from the Mac Store (it's free) you should be able to open the file xcode-ios/wmelite/wmelite.xcodeproj

2
WME Lite / Re: Making a game for Mac
« on: November 20, 2012, 08:27:45 PM »
Download from bitbucket - https://bitbucket.org/MnemonicWME/, check for dependencies (or you can even make them if you prefer have the latest version with any compilation enhancement), build the app, and make sure you include the DCP inside the app.

If you have any kind of dependency issue, remeber to clean before testing when you change them.

If xCode ask you to upgrade the project, do it, test it. If it doesn't work, rollback the changes on the xproject file. ;)

Note: There are some known weird behavios with the libboost_filesystem.a library (we have many) so be careful with that one.

ps: If you care about point-and-click adventures, you can vote for Reversion Chapter 2 on Greenlight - https://bitly.com/Swgnys

3
WME Lite / Re: Problems
« on: November 20, 2012, 08:21:27 PM »
Are you sure you are using the correct dependencies? You have to understand that all resources are managed by them.
(check the latest source and dependencies at bitbucket - https://bitbucket.org/MnemonicWME/)

If that's ok. What resolution are you using on the DCP configuration?
On our game, we are forcing specific resolution for each device.
We will be pushing (on bitbucket) our changes in a few days from now. Anyways, there is this post with more details: http://forum.dead-code.org/index.php?topic=5294.0

ps: If you care about point-and-click adventures, you can vote for Reversion Chapter 2 on Greenlight - https://bitly.com/Swgnys




4
WME Lite / Re: Compiling for iOS
« on: November 20, 2012, 08:14:40 PM »
@MaaS:

I have more info on that matter. I know where is our problem, now. :)
It's in the boost library. WME uses many differents external dependencies, in particular
libboost_filesystem.a
libboost_system.a

Both of them must be compiled for the specific arquitecture/compiler/technology. I cannot be of more help, yet.
I'll create a new post on the forum regarding this specific issue.

Anyways, answering the former question, packages can be added wherever you want to, the important thing is that they reside inside the build.

See this screenshot of our build, for example, http://snag.gy/34ct9.jpg

ps: If you care about point-and-click adventures, you can vote for Reversion Chapter 2 on Greenlight - https://bitly.com/Swgnys

5
WME Lite / Re: Compiling for iOS
« on: July 06, 2012, 12:50:17 AM »
@MaaS:

I am having the same problem here...  ???

[EDIT] I can probably do this, but, but, but, ... http://forum.dead-code.org/index.php?topic=5182.0

But I was unable to apply your solution. I mean...
1. operations.hpp [check]
2. directory_iterator class [check]
3. Apply RegisterPackages() [wrong]

Maybe you can share a .diff file trought pastebin or something for people like me to figure it out?

I really apreciate it.

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