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    Cuco

    I see. Is there a way to check where that is? I searched the whole disk but found no file "slot1.sav" anywhere.

    posted in Kode read more
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    Cuco

    Ok, I tried that, and then did a few writeString() in succession. However, after hitting F5 in Kode Studio to test, I could find no trace of the created file. Is it because it's HTML5, and the file is only temporary? Or am I forgetting to do something, like open and close, or anything like that?

    posted in Kode read more
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    Cuco

    I'd like to save some data onto a file. I suppose StorageFile is the class to use, since I cannot use sys.io.File. My question is: how do I create an instance of StorageFile, say for a file called "slot1.sav"?

    posted in Kode read more
  • C
    Cuco

    That's also the one I'm using. 🙂

    posted in Kode read more
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    Cuco

    There seems to be a bug with cmake that doesn't let me create a working apk. The same error also happens to some people who aren't running Kha. I'll have to leave this until later. Sorry.

    posted in Kode read more
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    Cuco

    Sound.uncompress works only in native Android, so I had to download cmake. The older version (3.6....) compiles (with lots of warnings), but when trying to install generated apk in device, it says it is corrupt. The newer version (3.10....) doesn't compile. It says

    CMake Error: Could not create named generator Android Gradle - Ninja

    halfway through.

    posted in Kode read more
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    Cuco

    I couldn't get Image.fromEncodedBytes to work in Android. I didn't know about the other two you mentioned. I'll give them a go.

    posted in Kode read more
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    Cuco

    I see. I suppose it's great with Assets.loadEverything. One final thing concerning assets. It's a feature request. Could you please implement Image.fromEncodedBytes (PNG and JPG), Sound.fromEncodedBytes (WAV, MP3 and/or OGG), and Font.fromEncodedBytes (TTF (OTF someday would be nice)) in the targets Android, iOS, macOS, and Windows (and others you like)? The reason is very simple: I'd like to package my resources into special files, with each file containing lots of images, or sounds, or whatever. I would then load that special file, isolate a few Bytes, and build the asset from those (encoded) Bytes. It's a sort of atlas thing. I could have all the PNGs for a level in one file, load that file, and build the individual Images with a for loop evoking Image.fromEncodedBytes per iteration. As a bonus, those assets, being parts of larger files, would no longer be available for anyone in Windows, for instance, to rip or modify. What do you think?

    posted in Kode read more
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    Cuco

    Hmmm... I'll have to study it, thanks. Related to this subject, can anyone tell me how to use Assets.progress?

    posted in Kode read more
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    Cuco

    I need to load a few assets sequentially, and then use them, like this:

    myLoadBlob("B1");
    myLoadImage("I1");
    myLoadImage("I2");
    myLoadBlob("B2");
    myLoadSound("S1");

    myUseAssets();

    What is the best way of doing this in Kha?

    posted in Kode read more

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