abakobo

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Viewing 15 posts - 61 through 75 (of 455 total)
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  • in reply to: Mobile keyboard #15063

    abakobo
    Participant

    it’s sdl2.SDL_StartTextInput( ) (and sdl2.SDL_StopTextInput( ) )

    in reply to: Android fullscreen-immersive #15058

    abakobo
    Participant

    I’ve partially solver the problem, but I can’t find a way to hide the navigation bar once it has been shown (except by “resuming” the app)
    Any help on how to “time” the navigation bar or make it disapear by simple touch is welcome!
    EDIT: mmm looks like sdl2 is eating the events before I can get them in monkey2game.java?

    modified monkey2game.java:

    in reply to: Build Error #15036

    abakobo
    Participant

    There is two emscripten things: the target and the module.

    It looks like you have changed mojo but did not rebuild it (clean) for ios.
    Anyway I would avoid to change such core stuff as mojo.

    I would suggest you get an original mojo back and simply build the emscripten module for ios.

    To avoid problems you can just build all modules for ios and you’d be sure you won’t have such issues anymore!

    in reply to: Build Error #15028

    abakobo
    Participant

    I probably should have mentionned that you can chose to build only what you need. i.e. check ios only. And uncheck 3D modules if you dont use them (assimp is slow to compile).
    If an error occured it may have aborted the process and your ios monkey module has been missed in the process, so you still have the same error.

    in reply to: Build Error #15016

    abakobo
    Participant

    it looks like the monkey module has not been build for ios.
    You have to build the modules once (for ios,android,emscriptem) before you can build your app.

    Build->Uptade/Rebuild Modules (cmd+U)

    in reply to: character name input #14991

    abakobo
    Participant

    Mmm, will have to understand some things because i’m not really seeing how to implement that!

    thanks anyway!

    in reply to: string to float #14990

    abakobo
    Participant

    OMG (oh my god) this is so simple! I was searching for some parseFloat keyword!

    (OOB means “out of the Box” wich means it is there without the need to add/install anything)

    THX!

    in reply to: error: use of undeclared identifier 'EACCES' #14942

    abakobo
    Participant

    same here (W10).. may be we have to update something?

    Edit:
    working on my mac, will compare versions.

    in reply to: Box2D #14909

    abakobo
    Participant

    The box2d extension module, called box2dxt, has been uploaded to the modules section (still in validation)

    The github source repo is now split:

    https://github.com/abakobo/box2d-core-monkey2-module
    https://github.com/abakobo/box2dxt-monkey2-module

    in reply to: Errors building Monkey2 on Linux #14869

    abakobo
    Participant

    in the manual you have (monkey2 user guide->monkey2 target sdk)

    The Linux Desktop Target

    Monkey2 uses the ‘gcc’ command line tools to build desktop apps for linux.

    You will also need to install all the developer libraries required by the compiler and modules. This will differ depending on hte prcise version of Linux you are on, but to get you started:

    sudo apt-get update && sudo apt-get upgrade

    sudo apt-get install g++-multilib libglu1-mesa-dev libopenal-dev libxi-dev libxrandr-dev libxinerama-dev libxcursor-dev libxxf86vm-dev libx11-dev libgl1-mesa-dev libpulse-dev

    in reply to: Errors building Monkey2 on Linux #14867

    abakobo
    Participant

    have you installed all the -dev requirements?

    pulseaudio.h should not be in mx2 package but in a linux dev lib I think…

    previous topics about it:

    Linux & Monkey2?

    Compiling on Ubuntu 14.04 LTS (fresh install)

    there is an unresolved thing (I think) about the icon that is not working, you have to run ted2go using command prompt or something?

    in reply to: Box2D #14864

    abakobo
    Participant

    The core box2d module has been released and is available in the third-party modules section!

    I’ll now release the json importer/exporter + manager class. I’m looking for a name for that extension: box2dAddon, box2dExtension, box2d_xrta? Any suggestion?

    in reply to: Releasing modules #14861

    abakobo
    Participant

    The stress test is not so great because I should have made it a console app, the number of polygon/circles to be drawn is stressing the computer too I suppose.

    I’ll clean up the other part of the Box2d stuff (b2djson(RUBE) importer/exporter + a physicsManager Class) and will release it ASAP. Most of the bananas are on that side because I prefer using imported json scenes for the examples, it’s way cleaner.

    in reply to: Is there a way to change the window size/resolution? #14840

    abakobo
    Participant

    add some stuff like via built-in extension methods?

    Yes a simpler official resize method would be nice…

    in reply to: Beginnings of my editor. #14816

    abakobo
    Participant

    I’m an old Amiga fan too..
    If you feel like sharing your GUI code I’d love to have a try!

Viewing 15 posts - 61 through 75 (of 455 total)