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.

Messages - GrimPanda

Pages: 1 2 [3]
help / Re: Something is very wrong with my code :0)
« on: Thu, Jul 7, 2011 »
@OP: I say this everyday my friend... everyday  :P

chat / Re: Forum Upgrade
« on: Thu, Jul 7, 2011 »

I have had feedback from members that usually have slow/troubled connections with the old forum codebase, and they said that this new forum is a bit faster for them as well, which is great.

Needs some theme-ing though hehe.

help / Re: Flixel 2.50 Flashdevelop Template
« on: Thu, Jul 7, 2011 »
Great template! 

I jumped right in and double clicked the .fdz file which in the master GIT is actually still referencing the 2.50 template and not the 2.55 one.  Afterwards I manually dragged the project folder into the correct location.  I was having a tough time finding the location of the .fdz project entry, until I re-read the post by furas:

installation works. it puts files in %USERPROFILE%\AppData\Local\FlashDevelop\Projects\ (Window 7) and I see it as last on list in "New Project" window.

Is that intentional?  I'm guessing that has something to do with Windows release best practices, but man that's not a very obvious jump (at least to me).  Is it terrible to place the project files in with the rest of the ones in the \Program Files\ directory?

Initial thoughts might be to include a .fdz file for each Flixel release.  2.50, 2.55 and so on, so users can still choose that action appropriate to their flixel build in the future.

chat / Re: Forum Help
« on: Tue, Jul 5, 2011 »
Was just about to post the following topic when I saw this thread was actually current.  I didn't realize it was this new.


I have a good friend that accesses these boards on a regular basis, but cannot due to the following error.

Database Error: MySQL server has gone away
Line: 279Database Error: MySQL server has gone away
Line: 2020

(I'm leaving out some path info that describes some UNIX layout of the site).

This article describes it:

He has been unable to reach the site for almost a week now due to this error.  Just wanting to take another stab at this hoping that something my turn up for him.



So there seems to be more going on.  I can't say that this is purely server side, and my guess stems from a timeout issue.  I think the connection to the SQL database is timing out before the client is loading the page perhaps (*or something in that family of issue).   xhunterko  do you have a generally slow connection to the forum when this error occurs?  In my friends case, he is overseas and has a very slow connection.  I think that could be the culprit here.

help / Re: Ogmo Editor
« on: Tue, Aug 24, 2010 »
Ah! Thank you! When I compiled your example and received the exact same error I was getting on my own I realized that it must not be the code... so I changed my Flixel engine from 2.43 to 2.35 and BAM both my code and yours compiled and ran fine.

Thanks so much for this example! I too had extended FlxTilemap into a new class, but you did it a bit more cleanly than I had.  Besides, after 3 days of running test after test, stepping through line after line, I had lost faith in this damn thing.  I never once thought it could be the engine version messing with me.... *smack*. 

Lastly, I know this is going to be of some tremendous use to Flixelers out there. Ogmo is a fantastic engine with some features you just can't get out of the others.  (I just hope Matt gets a chance to 0Source the project soon, or update it to CSV export formats option).

Anyways, cheers!  And thanks again, you've jolted my project back to life!

~Mortis Ailuropoda

help / Re: Ogmo Editor
« on: Mon, Aug 23, 2010 »
Can anyone post a bare-bones project implementing this?  I love Ogmo editor, but every attempt I have made to hook ogmo's file format's into FlxTilemap have given me some pretty severe performance impacts (they haven't been tied into the tilemap). 

An example project would be greatly appreciated.  Just loading a few tiles from a sprite, and displaying them in game would be all I need to take it from there.


Pages: 1 2 [3]