I'm using HaxePunk and feel satisfied about it, except one little thing.
How can I use achievements, in-game purchasements fro, google play? Is there any lib for OpenFL or HaxePunk?
I've found only a lib on github, but seems like it is only for Flixel (not HaxePunk) and supports only IOS: https://github.com/prestia/hxgk-flixel
If there is no lib actually, what should I do?
There are the openfl premium libs with support Gamecenter/Play and in-app purchasements
http://www.openfl.org/marketplace/premium/
Check my library https://github.com/sergey-miryanov/linden-google-play. Now it supports Leaderboard, Achievements and CloudSave. Another my lib https://github.com/sergey-miryanov/linden-google-iap support in-app purchases for GooglePlay.
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I have a npapi plugin(bundle) for chrome, which use C++ and objective-c. now it needs to be build by google native client.
I wonder that can nacl support objective-c? how to compile o-c file by MakeFile
And if possible, how to build nacl plugin in Xcode? I tried, but i found that the libraries of nacl are " archive with no architecture specification".(use lipo -info *.a)
I hope someone to help me, thanks a lot!!!
If you use Objective-C without any of its usual libraries then you should be able to use the PNaCl toolchain (which is based on LLVM) to have it parse Objective-C. I'm not aware of projects that have done this, so you should definitely let folks on the mailing list know if you get something working (do keep the questions on SO, though!).
It sounds like your application won't be running on the open web (where only architecture-independent PNaCl can run, not NaCl), so you could either use the PNaCl toolchain to create a .pexe, or you could use the same toolchain to create a .nexe for each architecture you target. The documentation I linked to helps with both approaches, but note that using the PNaCl toolchain to create a .nexe is currently being improved. You can therefore follow the instructions on the bug tracker, or try out nacl-clang when it's released (or build it yourself if you're brave).
I want to integrate google login in unity so that it can be ported to almost all Operating Systems. I tried stack and unity3d forum but could not find a suitable post. Downloaded a lot of code examples but of no use.
-> I read that there's a paid plugin 'Prime31' but i don't want to pay money for it.
-> I found some code from google in .NET that can be used to authenticate users but i was unable to add that zip file into unity. It could only be opened by MonoDevelop but then also could be added. https://code.google.com/p/google-gdata/downloads/list
Also Found another plugin from gitHub but was again unable to use that.Unity GPGPlugin
I just want to give options to the users that they can either login with facebook or google account and then play the game.
I am quite new to unity so any code/hint/logic would be appreciated.
Thanks.
https://github.com/playgameservices/play-games-plugin-for-unity
As far as I can tell, this is an official Google made plugin. I use it, and it's pretty easy. Its documentation is plenty thorough. It has been updated to the new all in one GMS jar. It works for both iOS and android. If you use it with their supplied admob plugin (which in Unity works a lot like the android sdk), you'll have to delete one file (both plugins define the same class, it doesn't seem to matter which version you keep).
edit: Unity will tell you which class has been duplicated.
I am failed that using command man to find some MINGW function like GetPixel(),GetDC().
So Where can I download a completed MINGW API docs?
I don't know MINGW. But these APIs are part of Windows API. You can find these reference on MSDN Web site.
GetPixel
http://msdn.microsoft.com/en-us/library/windows/desktop/dd144909(v=vs.85).aspx
GetDC
http://msdn.microsoft.com/en-us/library/windows/desktop/dd144871(v=vs.85).aspx
I want to use some of the non-standard GLES 2 extensions like 'GL_OES_vertex_array_object' but I can't find a way to use them with Marmalade SDK. I guess I have to initialize them with a marmalade related function like the wglGetProcAddress on Windows but I can't find anything about this on the net. Currently my code compiles fine, but on the linking process I get "unresolved external symbol" errors. Is there a way I can use these extensions with Marmalade?
This is covered in Marmalade Documentation.
I am one of the Marmalade SDK developers, and as I know support of GLES2 drivers was not finished yeat. This functionality should be released somewhere in the end of August. I know defenetly that it will not work for OSX.
Nowadays, I'm working on an iPhone project that is using social connections such as Twitter, Facebook..
When I tried to implement Twitter+OAuth solution into my project some another parts of project such as MySpace is giving error on oAuth implementation. It seems MySpace IOS SDK used old version of oAuthConsumer project.
So, I haven't find libOAuth.a source code. If I find it I will be handle my problem.
How do I find the libOAuth.a static library source ?
try downloading it from https://github.com/bengottlieb/Twitter-OAuth-iPhone/blob/master/Twitter+OAuth/Libraries%20&%20Headers/libOAuth.a?raw=true
Isn't this what you're looking for? And not only do you have to include it into the project but also make sure you copy into it. Then under Build Phases, you will have to add this to Link Binary to Libraries section.
You might find Google's new OAuth 2 library for Mac and iOS to be helpful.