Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - test84

Pages: [1] 2 3 ... 9
1
games / Rot Gut
« on: Tue, Jun 28, 2016 »
Our flixel game, Rot Gut, is now available on Steam:

store.steampowered.com/app/395500?beta=0

2
releases / Rot Gut
« on: Tue, Jun 28, 2016 »
Our flixel game, Rot Gut, is now available on Steam:

store.steampowered.com/app/395500?beta=0

3
help / How to resize the game to device's screen size?
« on: Tue, Jun 28, 2016 »
Hi,

How I can resize my game to fit (closest fit to preserve aspect ratio) in mobile devices?

There are some methods on the forum but I could not get any of them to work.

4
help / How to add touch controls?
« on: Wed, Jun 22, 2016 »
Hi,

How can I add touch controls for my flixel game? I need a virtual joystick for arrow keys and two buttons for jump and shoot.

Thanks.

5
help / Greenlit flixel game, how to port to Steam?
« on: Sun, Nov 29, 2015 »
Hi,

I've done my Googling and apparently there is only two ways, one is to use HaxeFlixel and another is Adobe AIR. I'm a bit on a tight schedule and can't test them both. What do you guys would recommend and why?

Thanks.

6
Hi,

I just found out, by my sponsor (grr), that my preloader doesn't show up in IE ! It works like a charm in FF and Chrome but shows nothing in IE! I did nothing special with FlxPreloader, I just changed grahpics and added one bitmap object as child (with addChild()) and that's it!

Thanks.

7
iOS / Most similar thing to flixel in iOS world.
« on: Mon, Aug 20, 2012 »
Hi,

As I've read flixel's port to iOS is not that good yet and after release of Lemonade Factory I expected it's port's release but I think that didn't happen or I was absent on those days even if it did ( please let me know if it did ).

So for making a platformer on iOS, what's the best platformer engine/framework?

8
Hi,

As we should know, preloader section of flixel is before we enter realm of flixel and is in pure Actionscrip3's stage stuff. So as sponsors want their clickable logo on the preloader one cannot use FlxButton or FlxButtonPlus and has to use Flash's stuff. I managed to do this and decided put the code here for people that will get sponsorship:

embed your logo:

Code: [Select]
[Embed(source="../data/sponsor_logo.png")]
protected var SponsorLogoClickable:Class;

Then put this in middle of your create() method:

Code: [Select]
/**
* This section loads sponsor's logo and renders it clickable in preloader.
*/
var mySprite:Sprite = new Sprite()
var marg:Bitmap = new SponsorLogoClickable();
mySprite.addChild(marg);
mySprite.addEventListener(MouseEvent.CLICK, goToMyURL);

mySprite.x = 13;
mySprite.y = 213;

// If you make a MovieClip (or Sprite) clickable, one would expect the mouse cursor to automatically
// change to a pointer or hand icon. However in as3, you need to specifically make that object selectable.
// http://flashscript.ca/hand-cursor.php
mySprite.buttonMode = true;
mySprite.useHandCursor = true;

_buffer.addChild(mySprite);

I don't know Flash's traditional stuff and it's the best thing I managed to do with googling and reading stuff at 6am but let me know if you need me to explain any of it, even though it's simple, but it wasn't at first ;)

Regards.

9
help / Strange but with getDefinitionByName.
« on: Mon, Aug 20, 2012 »
Hi,

I have a strange bug. I'm using getDefinitionByName in order to dynamically create instances from names of my classes but there is one specific class that apparently has no difference from other ones, like it's in the same directory, same namespace, etc but suddenly it's giving "ReferenceError: Error #1065" error message.

This is the line:
Code: [Select]
var EnemyTypeToSpawn:Class = Class(getDefinitionByName(_currentBatchOfSpawnerConfig[i].Type));
which will be this in runtime:
Code: [Select]
var EnemyTypeToSpawn:Class = Class(getDefinitionByName("EnemyPatrolTommyGun"));
and gives the error. I managed to get it work by declaring a variable just before this:

Code: [Select]
var temp:EnemyPatrolTommyGun;
var EnemyTypeToSpawn:Class = Class(getDefinitionByName(_currentBatchOfSpawnerConfig[i].Type));

and it works.

What's the problem?

10
help / Removing a nested object form a FlxGroup.
« on: Mon, Aug 20, 2012 »
Hi,

I have a FlxGroup for all my enemy bullets and each enemy adds it's weapon's bullet's group to it:

Registry.EnemyBulletsGroup.add(Pistol.group);

So the FlxGroup will have other FlxGroups inside it, not plain members (which are bullets).

But at some point for some fancy thing I need to remove a bullet from that group and add it to another one.

Problem is that Flixel's own FlxGroup.remove() doesn't look inside nexted FlxGroups and just checks with indexOf() that if that member (which is a bullet) is in the group or not, which returns false as it's inside a group that has the bullet.

And I can't put just bullets inside FlxGroup, like this:

Registry.EnemyBulletsGroup.add(Pistol.group.members);

because "members" is not FlxBasic and is Flash's own array type.

So what's the best approach here from options that I can see:

1) I somehow find a way to add Bullets into the FlxGroup so I can use the existing functionality of FlxGroup.Remove().

2) I add a method to FlxGroup (or edit it) so it can recursively look inside FlxGroup's inside it as well.

3) Some other option(s) that I'm not aware of.

Thanks.

11
help / How to test preloader?
« on: Mon, Aug 20, 2012 »
Hi,

I'm editing my preloader for my sponsor but since my connection is too slow to constantly upload the file and test it, was wondering how I can test how the preloader works while it runs locally from my machine.

Thanks.

12
help / Hook on variables in flashdevelop?
« on: Wed, Aug 15, 2012 »
Hi,

Is there anyway to hook an interrupt or something in flashdevelop like what we have in visual studio that when an arbitrary variable changes, it would break at runtime?

Problem is sometimes I have a hard time finding out what changes a value, mostly basic stuff like velocity that a lot of things change it and I get it's zero when it should not be and then I have to put a lot of break points which is bad.

I can also put a get/set method around it and put break point there but then I have to do this for every variable I want to track.

Thanks.

13
help / Basic movement question.
« on: Wed, Aug 15, 2012 »
Hi,

I've done a game with flixel but am not confident enough about how things move around in it because I can get same effect with different combinations of velocity, acceleration and maxVelocity.

So basically I'm eager to know what is the "proper" way (read that with a British accent, lol) to do movement in both X and Y axises.

I can either give a FlxSprite a negative value for velocity.y but I know I can get the same effect with setting negative value for acceleration.y. I know and I think that's because of how things work with basic Newton moves and probably they have been done in the same way in flixel but I'm asking anyway.

Thanks.

14
help / Problem with jump pad.
« on: Wed, Aug 15, 2012 »
Hi flixelville,

I'm making a jump pad where when player or enemies hit them, they would get jumped into the air. And they work pretty fine and here it how it works: when an entity collides with them, it would give a negative velocity on the Y-axis.

Problem is that they are placed on the ground. More precisely problem is where entities are on the ground and collide with a jump pad. What happens is I give the entity a -400 value to it's velocity.y BUT when I do the collision check with the tilemap, since entity was on the ground, it would give zero to velocity.y.

I can surely change order of collision check but first I don't like this because it makes the code more dependant on the order and second, I like to solve the problem properly, if there is such one that is.

Thanks.

15
help / How to negate one component of a FlxPoint.
« on: Sun, Aug 12, 2012 »
Hi,

For calculating Acceleration on going left and going up, I need to negate that component of my Acceleration variable, like: acceleration.x = - accelerationRun.x but I prefer to do it in a more simple and clear way like: acceleration = - accelerationRun but that doesn't work.

I know what I'm saying may make some sense but that's the whole idea I'm trying to do here, mostly refactoring some junk code.

16
help / Const objects?!
« on: Sun, Aug 12, 2012 »
Hi,

I would like to store different speed variables for my objects like main player into constant objects but problem is when I define a const object, I can change it's components, for example if you:

var const RunSpeed:FlxPoint = new FlxPoint (100, 200);

then you can do this later on:

RunSpeed.x = 101; // this compiles OK, wtf!

So any way to do this?

17
help / How to integrate sponsor's loader that is .FLA?
« on: Wed, Aug 1, 2012 »
Hi,

My sponsor gave me .FLA files that has his loader in it and he instructed on how to integrate it into the game but we use FlashDevelop and not Flash IDE, so how I can use their preloader and replace our  :-* flixel with it?

Thanks!

18
help / Animated tiles, how?
« on: Tue, Jul 10, 2012 »
Hi,

Does anyone has any idea on how to do animated tiles? I'm currently using DAME and I prefer to find a way to let me do that with DAME but I'm ready to get down and dirty and even hard code.

Regards.

19
help / Blinking.
« on: Sat, Jun 2, 2012 »
Hi,

I want to have my ammo text blinking when player is low on ammo. I wanted to use a timer to toggle color but it will be kinda messy cause I will have to have two timers and each have to check the ammo inside them and turn on and off the timer based on current ammo.

Do you know any other solution for blinking stuff in flixel?

-tnx

20
help / Coliision bug when velocity is high?
« on: Sat, Jun 2, 2012 »
Hi,

Some of enemies in my game shoot bullets that moves the player (like in small amounts) and when player is next to a wall and gets hit by such bullets, sometimes player goes into the wall! Is there anyway to prevent it?





-tnx.

Pages: [1] 2 3 ... 9