splhack
January 24, 2014, 5:32pm
45
Herman To wrote:
Still not working, but daemon says “OK”… I don’t know why, is it merely because flash player version issue? If I change to flash player 7 and publish it without “Publish with LWF”, it works
Hmm, if you don’t mind could you please share your data with me?
sure, attached is the fla
actionscript (fscommand and tellTarget ) is still not working if I use “Publish for LWF”
And now using the newest version of lwfs, if I publish using swf player version 7, it will break the animations too
splhack
January 28, 2014, 12:53am
47
Herman To wrote:
sure, attached is the fla
Thank you for your kind cooperation!
actionscript (fscommand and tellTarget ) is still not working if I use “Publish for LWF”
We found and fixed unexpected actionscript notation. Thank you for the report. Could you try the latest LWFS GitHub - gree/lwfs: LWFS - LWF conversion/preview system for designers/developers ?
And your script includes “/* js” comment. It is one of the special feature of LWF, it means embedding JavaScript into LWF data for HTML5. Blog #1 · gree/lwf Wiki · GitHub . Sorry for our poor documentation, could you remove “js” from the comments?
And now using the newest version of lwfs, if I publish using swf player version 7, it will break the animations too
Hmm…
sorry the animation was breaking because I mistakenly changed the type from movieclip to button which then not get rendered by LWF. It’s solved now. I will try the new version
it’s all good now… thanks
how is lwf handling multi resolution?
splhack
January 29, 2014, 6:16pm
50
Herman To wrote:
it’s all good now… thanks
Good to know! Thank you for your cooperation
how is lwf handling multi resolution?
Bitmaps - LWF uses Sprite node for rendering bitmaps, thus you can use multi-resolution bitmaps for multi-resolution screens as usual.
Aspect ratio - Regardless of using LWF, you should decide a policy, how to support it. http://www.cocos2d-x.org/wiki/Multi_resolution_support
Scaling LWF Data - You can scale LWF animation to the screen size using LWF::FitForHeight or LWF::FitForWidth API as the following.
// Fits the height of the Flash stage size to the height of specified size.
lwfNode->lwf->FitForHeight(visibleSize.width, visibleSize.height);
// Fits the width of the Flash stage size to the width of specified size.
lwfNode->lwf->FitForWidth(visibleSize.width, visibleSize.height);
manpage
February 5, 2014, 3:22am
51
hi, Kazuki Sakamoto~
i wana change image. ex) https://github.com/gree/lwf/issues/19
how can i use in cocos2dx?
splhack
February 5, 2014, 5:53am
52
chris lim wrote:
hi, Kazuki Sakamoto~
i wana change image. ex) Texture Replacing? · Issue #19 · gree/lwf · GitHub
how can i use in cocos2dx?
Hi chris, ok, we’ll update LWF for supporting the feature like this.
manpage
February 5, 2014, 6:21am
53
thx~ Kazuki Sakamoto.
i’ll wait for update.
ps: please, i want to know that when is use it.
splhack
February 6, 2014, 1:15am
54
Updated.
https://github.com/gree/lwf/commit/c03cab133e2331600ec38f1239f7d4fe98c28f82
Example:
std::regex re("card\\d+\\.png$");
LWF::LWF::SetTextureLoadHandler([=](std::string fullPath, std::string basePath, std::string filename) {
return regex_replace(fullPath, re, "card01.png");
});
manpage
February 6, 2014, 5:15am
55
thx a lot. Kazuki Sakamoto~
(ありがとうございます.)
tsl3333
February 11, 2014, 3:45am
56
hi Kazuki Sakamoto~
i want use in win32 project but i get a many complier error(like as boost)
could you help me.
thank you
splhack
February 11, 2014, 4:45am
57
tsl3333 wrote:
hi Kazuki Sakamoto~
i want use in win32 project but i get a many complier error(like as boost)
could you help me.
thank you
Hi @tsl3333 , Could you check the patch? Fix for Windows VS 2012 by man2 · Pull Request #54 · gree/lwf · GitHub
tsl3333
February 17, 2014, 6:07am
58
@splhack
thx~ Kazuki Sakamoto.
i have other question.
how can i use batch texutre for lwf??.
did use lwfs convert? or other solution.
thank you help.
hello.
how to add already builded Project?
i wanna add lwf lib to builded project (3.0 beta 2).
splhack
February 18, 2014, 6:49pm
60
tsl3333 wrote:
@splhack
thx~ Kazuki Sakamoto.
i have other question.
how can i use batch texutre for lwf??.
did use lwfs convert? or other solution.
thank you help.
@tsl3333 Could you check these post? http://www.cocos2d-x.org/forums/18/topics/40551?r=42968#message-42968 http://www.cocos2d-x.org/forums/18/topics/40551?r=43203#message-43203
splhack
February 18, 2014, 6:57pm
61
need add liblwf?
i can’t find it and add my project.
splhack
February 19, 2014, 5:57am
64
jamesYou wrote:
need add liblwf?
i can’t find it and add my project.
@jamesYou eh, yeah, please take a look at https://github.com/splhack/Hello-LWF-Cocos2d-x/tree/master/build/cocos2d_libs.xcodeproj
tsl3333
February 19, 2014, 6:17am
65
@splhack
hi thank you very much.Kazuki Sakamoto.
i can use batch lwf file.
but i have a convert error(so i use lwf-demo file to convert) .
i want did “Publish for LWF” on Flash CC And Flash 6. and i get error is “TypeError: doc has no properties”
and doc is NULL. how can i fix that error. or i lose some extend lib for flash??
could you help me. thank you