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Topics - John Hutchinson (Johntron247)

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help / secureSWF with Flixel 2.55?
« on: Sat, Dec 24, 2011 »
So I uploaded my game to yesterday, so I can get some final feedback from testers before I look for a sponsor and sell some licenses.  It appears that the built in option for encrypting and site locking your SWF doesn't play nice with Flixel. 

I tried skipping Flixel's preloader and still no luck.

I'll also try adding some extra code to wait until "stage" is fully loaded before Flixel loads.  If that works then I'll post back with the solution.  I won't be able to mess with that until after Christmas so don't wait around for me on that.

So anyway, I've been reading up a bit and it seems that Flixel has always had a lot of conflicts with SWF encryption/obfuscation.  I did find out that the version of secureSWF on flashgamelicense is a completely different beast than the one you can download though.  It seems that several developers have been able to get the downloaded version to play nice with early versions of Flixel but none (that's I've seen anway) have been able to get the online version to work.  Long story short, I downloaded the demo version and I'm planning on mucking with that a bit to see if I can get it to work with Flixel. 

Before I spend all that time though, and ton of cash for it, I'm curious if anyone here as already done this with recent versions of flixel, especially 2.55, and I'm hoping that you can feed me some information... mainly regarding if you were able to get it to encrypt and play on flashgamelicense and what you did to make that happen. Really, any info would be appreciated though. 

I'm also curious if anyone has gotten the first method I mentioned to work:  using the free version built into FGL by using events to wait for the stage to load.


I know some of you out there don't use tilemaps so hopefully I can get some of you to chime in. I'm very curious about your approach, what the pros & cons are, any lessons learned, things to be aware of, or any other information you think may be of use.

I have a game that has been well prototyped, which has now been redesigned and is ready to develop - with one very important exception:  I haven't been able to completely decide on how I want to store the maps in memory in order to optimize level generation and run-time performance.  This game will feature on-the-fly map generation,  so this decision is of paramount importance.  I'd also prefer the maps to be completely boundless. 

Because of these features, using sprites as maps seems to be the more appropriate choice (if you can confirm or refute that, please do so).  This is something I've never done before so that's likely the cause of hesitation, and certainly explains the request for more information.

The game itself is a basically a fast-paced platformer where you attempt to chase down and catch the antogonist, trying to jump at the right time.  When you get close, the antogonist may try to lose you by switching directions (up, down, left, right) and you die if the anogonist either gets too far away or if you miss a jump.

I guess I'm just hoping for some external insight or inside information from anyone who has used sprites as maps (or even considered it and decided to go another route) to confirm or deny if they'd be a good match for this kind of game.  I'm finding it difficult to locate much information about anything like this online, so any information or useful links you can provide, would be most appreciated. 

If you have any questions or need clarification, just ask.


So I want to start blogging pretty soon and I'm currently researching the various options (there are tons!).  As part of that research, I thought it'd be a good idea to browse several Indie Game Development blogs to get a better feel for what's out there, what tools people are actually using, what they look/feel like, and what's needed to set it all up and maintain it on your own website.  What better way to do that than to allow the flixel community to share their blogs!?

Ideally I'd like to be using an option that is well known, shows up in google/yahoo searches, makes it easy for people to browse & find your blog on some other blogging sites, and also allows them to subscribe to it once they find it.

It's also really important to me that I am able to plug it into my own website.
  I already have the domain and hosting for my site but wanted to get the blogging technology figured out before I start actually building. Any information you can provide about how blogs are typically incorporated into your own website would be particularly appreciated.  I don't care if it's a free or paid service as much as if it works well and improves public exposure (but of course, free is always nice).

So fellow Indies, here's your chance to get some extra exposure while also helping me narrow down my search! 

Please post a link to your blog here and tell us a little about how you have it setup, what you like about it, what you don't like, and anything other info you want to share about the topic of blogging. Thanks!

help / Dynamic Level Loading with DAME and Flixel
« on: Tue, Aug 16, 2011 »
Hey guys.  The time has come to make my DAME levels load into flixel dynamically. That way we can have someone else work on levels while I continue to work on the game code.  Plus, it just seems like a more professional approach than storing the sprites in an AS3 class and having to recompile every time we change a level.

I noticed that DAME already has a script for exporting to XML, which conveniently stores both the level tiles and the sprite objects in one file, which is exactly what I was looking for.  However, I can't find ANY examples of how to actually load that file into flixel!

I did find some stuff showing how to load a generic XML file into AS3 so I'm pretty sure I can figure that part out on my own.  However, I can't find anything about how to use the XML data after it's loaded to instantiate the sprite objects and create the level.  I'm assuming I'd need to pharse out the class name & coordinates as a strings and use those for instantiation, but I have no clue about the right way to do that in AS3. ...or maybe there's an easier way that I'm not considering?

Has anyone here done dynamic level loading with Flixel and DAME before?  If so, how'd you accomplish it?  Any helpful hints or words of caution?

I'm not set on XML either. There's a good chance we'll change the format later on anyway, but I want to get my feet wet with this first before I tackle that beast.

If I explained this poorly or you need more specific information, just let me know and I'll respond back as soon as I can.  Thanks!

chat / "Better Pushable Blocks & Collision" [solved]
« on: Sat, Jun 25, 2011 »
Hi there. I've been working on making pushable blocks for countless hours now and I'm really banging my head up against a wall with the two bugs I have left to fix. Please help!

Ok, so the player should be able to push the blue blocks around the level and off of ledges.  He can also walk on top of the blocks. If a block gets pushed up against a wall or another block then that block gets "locked" and can no longer be pushed around. All of that works but the following two bugs are giving me trouble:

1) moving into blocks when pushing multiple blocks
2) colliding with the level when you're not suppose to

Please watch this video to see the bugs and hear the explaination...

Here's the block class...
Code: [Select]
import org.flixel.*;

public class Block extends FlxSprite
[Embed(source='../Images/block.png')] protected static var Img:Class;

private const GRAVITY:int = 500;

public var isTouchingLevelWall:Boolean = false;
public var isTouchingLevelFloor:Boolean = false;

public function Block(X:Number,Y:Number):void
super(X, Y);
loadGraphic(Img, true, true, 16, 16, true);

acceleration.y = GRAVITY;

override public function update():void
if (isTouchingLevelWall && isTouchingLevelFloor)
active = false;
immovable = true;
this.color = 0x66BB0000;
  It's basically just a FlxSprite that get's "locked" if "isTouchingLevelWall" & "isTouchingLevelFloor" are both true.  I can't use FlxObject.isTouching() for this because then the blocks would lock when the player touched them.

And here's the overlap sections....
Code: [Select]
_blocksGroup.setAll("isTouchingLevelFloor", false);
_blocksGroup.setAll("isTouchingLevelWall", false);

FlxG.overlap(_levelMap.mainLayer, _player, PlayerCollide);
FlxG.overlap(_blocksGroup, _blocksGroup, BlocksCollide);
FlxG.overlap(_blocksGroup, _player, PlayerCollide);
FlxG.overlap(_blocksGroup, _levelMap.mainLayer, BlocksCollide);

And, finally, here are the callbacks for the overlap functions...
Code: [Select]
private function BlocksCollide(Object1:FlxObject, Object2:FlxObject):void
if (FlxObject.separateX(Object1, Object2))
if (Object1 is Block) (Object1 as Block).isTouchingLevelWall = true;
if (Object2 is Block) (Object2 as Block).isTouchingLevelWall = true;

if (FlxObject.separateY(Object1, Object2))
if (Object1 is Block) (Object1 as Block).isTouchingLevelFloor = true;
if (Object2 is Block) (Object2 as Block).isTouchingLevelFloor = true;

private function PlayerCollide(Object1:FlxObject, Object2:FlxObject):void
if (!((Object1.y + Object1.height - 1 < Object2.y) || (Object2.y + Object2.height - 1 < Object1.y)))
FlxObject.separateX(Object1, Object2);

if (!((Object1.x + Object1.width - 1 < Object2.x) || (Object2.x + Object2.width - 1 < Object1.x)))
FlxObject.separateY(Object1, Object2);

Anyway, I hope that all makes sense and you have the information you need to help.  Please advise! Thank you!!!

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