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Topics - PRIZZA

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help / Most memory expensive operations
« on: Wed, May 4, 2016 »
Does anyone have knowledge of the most cpu or memory expensive areas in Flixel? I've been looking into creating a Worker in AS3 to help Flixel perform better as a multithreaded instance. Are there any functions that would be most beneficial to send off to a worker? Maybe the overlap() function in FlxG?

help / Adobe AIR optimizations?
« on: Fri, Apr 22, 2016 »
I've been trying to optimize my game using the tools available in AIR, such as setting the render mode to Direct to improve performance. I was looking into using Genome2D because of the small success with a dev build of Flixel, but as of now it's completely broken and doesn't look to be fixed anytime soon.

I know Flash/AIR have a few new features since Flixel was written, so are there any other simple adjustments I could make to the Flixel library to help improve rendering or overall performance?

games / Aeon Rivals
« on: Fri, Aug 14, 2015 »

Promo vid:

Aeon Rivals is a MMO type game where you and some friends can fight giant monsters in groups of 6 or less. It's still in Beta but new content is added often.

I've been working on this game for about 3+ years now and I'm finally starting to publicize it. It uses Flixel (albeit heavily modified) at its core and is compatible with Windows and Mac, with plans for Linux and Android/iOS later.

If you have any questions or comments please let me know. Feedback is also appreciated. Hope to see you around!

help / Camera lerp
« on: Thu, May 14, 2015 »
I know the lerp functionality was removed from the camera around 2011, but I never knew why. I'd like to try to reintroduce it to the current build of flixel but don't know where to start. Are there any ways I could easily introduce a basic lerp to the camera movement?

I know Haxe flixel has it, but at this point porting the code over would take a century.

help / Dynamic enemy attack hitbox?
« on: Sun, Apr 27, 2014 »

What's the best way to have an enemies attack collide with the player based on the state of the enemy? For example, I'd like my enemy to have a small "hitbox" when standing still, but when they are attacking I'd like to widen it a bit so it will overlap more with the player.

Imagine an enemy that just idles with his arms at his side, but when moving he swings a sword up and down.The flixel power tools extension I'm using is great for pixel-perfect collision checks but resizing the hitbox is a bit tricky.

I have an enemy that attacks in the manner described, but the problem is if I have a new hitbox appear for an attack it will immediately hit the player, which doesn't coincide with the frame data of the swinging sword. If the check it done with the enemies hitbox, it will perform a pixel-perfect check and only hit the player when the sword is visually overlapping the player.

Does anyone have any solution for this sort of thing? Thank you!

« on: Wed, May 23, 2012 »
Hey guys, I'd just like to drop in and announce the release of's latest development: BUG FIGHTER.

You get to play as the bug of your choice and defeat hordes of enemies, aiming for the high score, which uses mochi's API. I've also included online multiplayer so you and a friend can play co-op matches. Each bug has it's own unique set of attacks and moves, and I plan to gradually increase the roster or characters and stages for as long as I'm developing games. There's also an item system that allows you to buy items that change your stats, the weather conditions, improve status inflictions, etc...

I'm pretty excited about this release, and if you like it or know someone who might please tell them about it.

Any feedback is greatly appreciated, as I'm always looking for ways to improve. Let me know what you think.

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