Author Topic: iOS Canabalt Problems/Solutions  (Read 18521 times)

goshki

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Re: iOS Canabalt Problems/Solutions
« Reply #60 on: Tue, Jun 28, 2011 »
It's really quite expensive when you add it all up.

And this is the main reason I'm still not developing iPhone games. :(

racingspider

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Re: iOS Canabalt Problems/Solutions
« Reply #61 on: Fri, Jul 1, 2011 »
Just joined and I'm wondering if the port to iOS is complete enough to make a full game - or are there major features lacking?

I'm currently developing with Cocos2d (which is great), but if Flixel can look the way I've seen so far, I might jump on that.

initials

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Re: iOS Canabalt Problems/Solutions
« Reply #62 on: Fri, Jul 1, 2011 »
I'm a huge Flixel fan. I have tried Cocos2D and I will say that it has more features and more community support.

Flixel is definitely complete enough to make a full featured game. Check out the source code to these games:
* Canabalt https://github.com/ericjohnson/canabalt-ios
* Picking Up Chicks Is Hard When Your Car Is A BMX https://github.com/initials/Picking-Up-Chicks-Is-Hard-When-Your-Car-Is-A-BMX
* Mode https://github.com/initials/Mode-iOS
* FlxiOSInvaders (not a full game) https://github.com/initials/FlxiOSInvaders

Also I presume Gravity Hook is a Flixel game, but no source code.

If you are comfortable with Objective-C and a little OpenGLes then extending Flixel iOS' capabilities is for you! We'd love people adding features and sharing code!

Just joined and I'm wondering if the port to iOS is complete enough to make a full game - or are there major features lacking?

I'm currently developing with Cocos2d (which is great), but if Flixel can look the way I've seen so far, I might jump on that.
Initials: Super Lemonade Factory, Super Lemonade Factory Part Two, Above The Clouds, Revvolvver, Four Chambers of the Human Heart

racingspider

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XCode 4
« Reply #63 on: Fri, Jul 1, 2011 »
If you're using XCode 4, you may need to tweak a setting to get it to run.

See this:
http://www.weston-fl.com/blog/?p=2351

I look forward to seeing what we can do with this engine on the iOS... though I know nothing about it!

walkerman

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Re: iOS Canabalt Problems/Solutions
« Reply #64 on: Sun, Aug 7, 2011 »
Just a progress update, or lack thereof.
I've been working on game prototypes in Flixel v1.43b and starting to play with v2.50b this week, so I haven't gotten around to fixing the draw method in Flixel iOS yet...

Flixel v2.50 is impressive, and now I'm stuck between the choice of making my games in v2.50 and taking advantage of these new, powerful features, or making them in Flixel v2.43b and being able to port them easily to android tablets. :/

It should be an easy choice in favor of v2.43b, but this latest game idea would benefit a lot from being able to zoom a camera in and out... 2945abc45 0808

ali hafizji

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Re: iOS Canabalt Problems/Solutions
« Reply #65 on: Mon, Aug 8, 2011 »
Hey guys,
       I just started looking into flixel and I looked at the cannabalt code. My problem is that when I tried to change the Player sprite sheet to my own player. The image appears to be extremely pixelated. Is there any reason why this is so?
Can I remove the pixelation so that the image quality persists.

Thanks

initials

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Re: iOS Canabalt Problems/Solutions
« Reply #66 on: Mon, Aug 8, 2011 »
Hey guys,
       I just started looking into flixel and I looked at the cannabalt code. My problem is that when I tried to change the Player sprite sheet to my own player. The image appears to be extremely pixelated. Is there any reason why this is so?
Can I remove the pixelation so that the image quality persists.

Thanks

What device are you using?
Can you post your sprite sheet and a screen shot?

The first thing that comes to mind is that Flixel scales pixels and keeps hard edges. So if you start with a small sprite sheet, it will hold it's hard pixel edges as it gets scaled.
Initials: Super Lemonade Factory, Super Lemonade Factory Part Two, Above The Clouds, Revvolvver, Four Chambers of the Human Heart