So. Got one app in the AppStore using Starling and Feathers. Works great!
Funny thing is I developed it on iOS7 beta before it came out and it worked fine. 
Now, that would not have been possible using xCode.

I'm writing because I had this wierd issue. New app I was working on installed on iPhone, but not iPad (Universal App). The issue turned out that I had the App ID in the wrong directiong. I.e. foo.test.dk instead of dk.test.foo.

Silly me. Writing to help out anyone getting similar issues. Also, re-creating provisioning profile etc. also helps in other cases. However if it works, it doesn't stop working if that's any relief ;)
 

Feathers

13/06/2013

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Did some Flash app work with Starling + Feathers and it works really well.

For those that don't know feathers, it's a set of skinnable GUI controls and transitions for use on mobile touch devices. It's build on top of Starling for performance.
This is cool since you can embed standard Starling stuff in the views used by Feathers :)

To check it out go to http://feathersui.com where there is a live web demonstration.
 
 
Had some trouble with Subversion (again) at work. Decided to try Git or Mercurial.
Getting git to work was next to impossible, so I opted for Mercurial.

You can just create your own repository with hg init.
Then you simply do hg clone <repository dir> and you have a local repository and a remote.

I installed repository in a Dropbox folder. Doing this with Subversion spells certain doom, but with Mercurial you just push the changes to Dropbox and otherwise keep a local repository and it works flawless :)

Much much nicer than Subversion. Next I need to look into how to ignore files. Mercurial uses ignore files, rather than an ignore command.
On the other hand you don't need to delete unneeded stuff. Mercurial has an hg addremove command that adds new and deletes missing. Also you can do hg forget to have Mercurial forget a directory and/or files. Neat :)
 
 
If you have multiple devices set to sync over WI-FI, deploy to device will fail, although IntelliJ will happily inform you that it was deployed and that you can now run it on your device... not :)
 
 
In order to survive I recommend the following settings for IntelliJ KeyMap:

  • CMB+B - Build (make)
  • CMD+R - Run
  • CMD+E - Project settings (since you switch between desktop and build to mobile device a lot!)

A nice feature of IntelliJ is that it asks if it should remove existing conflicting bindings. It even shows the module and if it's loaded or not. More often than not it's not even used ;)
 
 
So. I got rid of Flash Builder and after some research settled on IntelliJ IDE. I've always hated it for Java backend server development, but it's really cool for AIR applications for dekstop and mobile. 
And it looks great with the new "Darkula" skin ;)

Apparently the official game SDK libs from Adobe are Away3D (3D engine), Starling (Stage3D based superfast 2D rendering) and Feather (Lightweight skinnable GUI on top of Starling).
So as I found out you can just get the Adobe Gaming SDK from here which contains Flex SDK, Away3D, Starling and Feather. Nice one Adobe ;)

A few gotcha's when setting up IntelliJ was that you need to add the Flex SDK from the gaming SDK as external library and Starling + Feather as source directories under Global Libraries. (And again under Modules->Dependencies)

And do create your project as a mobile project. Other than that everything works sweet. As long as you have the proper development certificates and provisioning profiles from Apple it builds straight to the device in no time.

And IntelliJ even supports parallel compiling! I'll do some more research and let you know if this Starling thing is as great as it seems :)
 
 
So I managed to hook up Starling with Flash IDE CS6.

It does publish directly to the device, and the manual iOS certificate/provisioning setup went relatively smooth :)
Starling performance is actually very good and a pleasant surprise compared to my initial disappointing experiments with Flash on iOS a few years ago.

However, using the Flash IDE is pointless, since you can't use either the timeline or the library with Starling.
I'll give ye 'ole FlashBuilder a spin and report back again :)

Note to self: 
When it says there's no more space on the device, it's because your namespace does not match the one in the provisioning profile. And you have to inherit from MovieClip instead of Sprite when using from within Flash IDE.
And finally. You must specify the swf name inside <content></content> in the XML file or you will get a wierd flash error about the movie failing to load :)
 
 
Just coming off a major Flash project, I decided to once again look at options for using Flash for cross-platform game programming. Especially for mobile devices.

It appears that CS6 can now export directly to the iOS emulator + connected device, instead of the tedious build, copy to iTunes, nothing works sequence of CS5.x.

Also the Starling Framework, which emulates the Flash sprite/hierarchy and uses Stage3D for GPU powered 2D graphics looks like it's finally fast enough to be of any use :)

I'll keep you guys posted....
 
 
So, now the Ultimaker won't print anymore....
It just grinds the plastic and nothing comes through. I've tried cutting and re-inserting the plastic in the tube but it appears somethings stuck inside the extruder head :(

Anyhoo. I will try to lower the build platform, heat it up and then poke some pointy metal object up in the extruder head to see if there is passage. I'll keep you guys posted :)

On a side note I just got hold of a Solidoodle 3rd gen, so it's going to be exciting how it stacks up in speed/quality/eas of use against the Ultimaker.
 

3D blues

14/04/2013

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So I finally got to try the famous blue tape for the 3D printer bed.
My conclusion is...it sucks!

The print sticks to the tape and is really hard to get off again.
So for now I recommend regular painters tape ;)