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Hello again to everyone I met at EGX: Rezzed! I had an awesome time connecting with some amazing developers and checking out what the industry has to offer over the next few months.
Particular highlights for me were: Tokyo 42, Pool Panic and the upcoming Renowned Explorers DLC!

In other, more personal, news...

Bananadoh! has been released! Available on Android, iOS and in your browser.

You can hear my music for it here:

I'll probably put together a soundreel and gameplay video soon as well (Y)
Hi, fellow developers!

For my current project, where I am deploying to flash target, I’m looking for a way to undo the colorTransformation of an FlxSprite or FlxTilemap for those pixels where it overlaps with another object.

Let me explain:
On screen, I have a building with windows and a day and night cycle. I adjust the color of the sky repeatedly during one day.

Obviously, I also needed lighting effects for the interior. The usual way dynamic lighting is suggested in flixel is to layer a black, semitransparent graphic over the screen and then cut out the areas where there is a light source. I didn’t like this solution, as it also darkens areas which wouldn’t need darkening – like the moon shining in from the outside.

Instead, I decided to repeatedly adjust the .color-attribute of each relevant FlxSprite and FlxTilemap.

Code: [Select]
currentColor.adjustToDayTime(); //some function is updating the variable currentColor
Registry.buildingStructureTileMap.color = currentColor;
for (i in 0...Registry.objectGroup.length)
Registry.objectGroup.members[i].color = currentColor;

This led to some nice light moods with reasonable performance.

Now, in order to create a light source in the building, I am trying to achieve something like this:

Basically, I want the colorTransformation to be undone in those regions that are hit by light (=overlapping with a light-cone FlxSprite)
I haven’t been successful so far, but I have several approaches how to do this:

Write my own blendmode

A blendmode defines how overlapping pixels are represented on the screen. Normally, only the top pixel is shown, but the rules can be modified at will.
So, I was thinking when object A has an intersection with lightsource B, my rule should state that the original, unmodified pixels of A should be shown on screen. As in before the colorTransformation took place. The original bitmap must still linger somewhere in the memory anyways, as repeated changes of the .color-attribute are always applied to the original graphic (coloring an object yellow and then red will leave it red, not orange).
The problem is that I was unable to find the code for the blendmodes in the first place. It seems not to be a part of the haxeFlixel library, and I couldn’t find them in the openfl libs either. It is probably hidden somewhere deep down in lime or even flash itself – I have no clue.

Use Alpha masks

The alphaMask-function from the FlxSpriteUtil-package sound like a very good idea – alpha masks do exactly what I am looking for – they take a source graphic (for me, my uncolored original) , a mask (my light cone) and an output, where the source graphic is being placed into (the colorized version of my object on the screen).
But I couldn’t get this to work, either. The limitation that the mask must be of the same size as the source are a primary obstacle. Furthermore, it doesn’t seem to be working with Tilemaps, and with animated FlxSprites, it loaded the whole spritesheet instead of only the current frame.

Write something from scratch

So, that’s about it. Any suggestions or advice?
Many thanks,

As mentioned last week there is the link to my Rising Legends SFX Alpha Demo. It only contains sounds from the first stage, so you will have to wait
until the full release to see all of them in action!

I will be attending EGX: Rezzed at Tobacco Dock in London at the end of this week, so if any of you are going, I may see you there...
Rising Legends has been greenlit! Watch this space for the full release ;)

I'll be posting a video showcasing my sound effects in Rising Legends, to my Audio Demos playlist, tomorrow morning.
I wrote an old school 90s-shmup-style track last week.
Lots of hair metal influences with retro midi guitar sounds XD
Couple of things this week:

Rising Legends, which I made SFX for, has been greenlit on Steam! Stay tuned for the full release.

Plus, a new Medikidz track; a casino big band number inspired by the Grim Fandango soundtrack.
help / Re: [Flixel-GDX] Pointer Issues [RESOLVED]
« Last post by sheep42 on Sun, Mar 13, 2016 »
Was able to fix this by calling FlxG.mouse.load(); on window resize.
chat / Re: Composer / Producer / Guitarist - Available
« Last post by ernzo on Fri, Mar 11, 2016 »
Up(Date!!)  8)
chat / Re: Introductions
« Last post by Onyourbike on Thu, Mar 10, 2016 »

My name is Robert Chappell. I am from London, UK. I like to say hello to all members.
This week's track: The funky, up-beat main theme to upcoming mobile game Banadoh!

Inspired by the Donkey Kong & Rayman soundtracks.

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