How to install and configure NME on MS Windows

My intention here is to help you install and configure HaxeNME for Windows.

First of all, go here and download and install FlashDevelop. You may not have the intention to release Flash games but you will need it for debugging.

Let me tell you that FlashDevelop is a wonderful and lightweight IDE. I’m pretty sure you will become a fan.

Go to this page and download the Windows installer (at the moment I’m writing it is NME-3.3.0-Windows.exe)

Once you’ve downloaded the installer it’s just the default procedure: just accepting license and clicking on Next buttons and finish.

After you finish the installation process you must configure NME for some platforms: MS Windows, Android, BlackBerry Playbook and webOS. It’s easier than it sounds.

Why? Because on contrary of other tools where you must have all dependencies installed beforehand, NME may download and install them for you.

Configuring NME for MS Windows.

Type

you see prompt below:

If you don’t have neither Visual Studio C++ Express nor the paid version of Visual Studio (Standard / Professional / Team Edition), type y. NME will download and install Visual Studio C++ Express.

If you already have Visual Studio C++ installed, type n. That’s it.

If you changed you mind and don’t want to generate binaries for MS Windows, type a. It will abort the configuration process.

Configuring NME for Android.

To configure NME so it will be able to generate Android applications, type

You will see the following prompts, one at a time:

The same way you did for Windows, if you type y NME will install and download the required dependencies. If you type n, you will be prompted to where it will find dependencies and a aborts the configuration.

For android, the fille .hxcpp_config.xml is created with information you provided. You may change it in order to updated configurations or run setup again.

Listing 1 – Sample file .hxcpp_config.xml showing Android entries

Configuring NME for webOS.

Type

It will prompt you as shown bellow

Here the process is the same explained for MS Windows / Android.

Configuring NME for BlackBerry Playbook.

It’s a brand new platform supported by version 3.30.

To configure NME so it will generate binaries for Playbook type

It will ask you

Inform the required information and you’re done.

The same way that in Android setup process created some entries in .hxcpp_config.xmlfile BlackBerry setup put its own entries. See in Listing 2.

Listing 2 – Sample file .hxcpp_config.xml showing BlackBerry entries.

Feel free to edit this file instead of run setup again.

Important notes:

  • For MS Windows the generated binaries are 32 bits no matter whether you generate them on 64 bits platform.
  • You must generate your signing key for Android as explained here.
  • You must generate your signing key for Blackberry as explained here.
  • You must generate the token debug for your BlackBerry Playbook device as explained here.
  • At the moment binaries for BlackBerry don’t run on simulator. You must have a real device.
  • The help command of NME 3.3.0 has a bug that it doesn’t show blackberry as a target. So for each command you want to issue for Playbook use blackberry as the target and you’re fine.
  • At the moment binaries for webOS don’t run on simulator. You must have a real device.
  • Debugging is a problem. You’re not able to debug on target platforms. The recommended way to proceed is:
    1. generate binaries for flash. So you will be able to debug your problem with FlashDevelop and catch as much bugs as possible.
    2. use trace command (it’s similar to C printf / Java System.out.Writeln / C# Console.WriteLine) to issue messages / variables during runtime.

I hope this post may be useful for you.

Please, try my games, play free on-line games on my site, tweet this post url and share it on facebook, google+ and other social medias.

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