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Messages - cai

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Rather than doing it manually, I'd suggest using a tweening library like actuate.  It's free to use for all projects, as it is under the MIT license (the same license as flixel).  Another popular tweening library is TweenLite, but it requires a special license for use in commercial projects.

chat / Re: Flixel bday cake!
« on: Sun, Nov 20, 2011 »
Not sure if there's anything that can really be done, but those controls feel really tight!  Hope you continue development and get a game out of it.

help / Re: FlxText not removing?
« on: Sun, Nov 20, 2011 »
Whoops... there should be a post here, but I maaaay have accidentally hit the delete instead of approve.  My bad.

Quote from: cramcram
Killing the button did the trick, thanks!

chat / Re: Unreal Engine 3 Running In Flash
« on: Wed, Oct 5, 2011 »
Crazy stuff. Can't wait to see what kind of games come out of this.
But most importantly, can't wait to see thousands of flixel sprites on screen at 60fps ;P

chat / Re: #flixel needs more love
« on: Tue, Oct 4, 2011 »
And is cai ever coming back to #flixel? :p
I have unfortunately not been able to for some time.  But hopefully I can idle there now! :P

Gave auto ops to a few people who have been there a long time, so at least they can control the channel.

chat / Re: Sending PM's to new members
« on: Thu, Jul 7, 2011 »
Not sure how they managed to send one, since that's disabled, too!  But anyway, they can't abuse receiving messages, so I just enabled that.

help / Re: Help with Error
« on: Tue, Jun 21, 2011 »
From the docs for FlxU.getAngle: public static function getAngle(Point1:FlxPoint, Point2:FlxPoint):Number

So it's expecting two FlxPoints, one for each you're comparing.  You have the X and Y points of the center point there, and you'll need to compare it against FlxG.mouse.x and FlxG.mouse.y.

I would suggest updating a FlxPoint every time rather than creating a new one, as it'd be much faster, too.

help / Re: what is super.destroy()?
« on: Sat, Jun 18, 2011 »
super is the class which your class inherits/extends.  Let's say you make a Player object, and it extends FlxSprite.  In this case, super inside of Player refers to FlxSprite.

So saying super.destroy() inside Player means you want to call the destroy() function as defined in FlxSprite.  What destroy() does depends on what object it's in--but my guess would be that it does something to destroy it... ;)

chat / Re: Forum Help
« on: Fri, Jun 17, 2011 »
I don't know... but oddly, if I try and visit your profile, it takes a good 30 seconds to load--everyone elses loads instantly.  So I'd say it's something wrong with your account rather than your computer, but I haven't the slightest idea what.

chat / Re: Forum Help
« on: Thu, Jun 16, 2011 »
As far as I know, you're the only one to get it.  Which is weird, since it is very clearly a server-side issue.  Curious to know if others are getting it, too.

According to the Simple Machines site, it's probably timing out when talking to the MySQL server.  But what I don't understand is why it would only do that for you...

Fortunately, there is a major upgrade for SMF on the horizon... once that gets released, we will switch over and hopefully have an all-around better forum.

help / Re: Easy way for Multi-player games??
« on: Thu, Jun 16, 2011 »
Check out Player.IO.  It's a pretty all-in-one package, and works amazingly well.  There are a couple different price options, including a free one.  It's also written by a flixeller, Benjaminsen!

help / Re: water displacement effect
« on: Tue, Jun 14, 2011 »
I've done this in my WIP game Eden Island.  It generates perlin noise and then uses a DisplacementMapFilter to do the rippling.  If you want to make it follow the mouse and such, that'll be significantly harder, but certainly not impossible.

Check out the code I used to achieve the effect.  It's from an old version of flixel, but it's mostly custom stuff anyway.

You should also check out the Flixel Showcase: Displacement Effects.

The difference would be extremely small, so just use whatever works best for you!

help / Re: Unusual resolution. Should I change it?
« on: Wed, Jun 8, 2011 »
Hopefully you can adjust the size slightly and no one will notice.  If they only play on one device, they certainly won't.  I'd say stay away from black bars at all cost.  If it means showing the player a couple more tiles to the left and right, so be it--it probably won't affect the gameplay that much!

There is a page on FlashGameDojo about common screen resolutions, but it might not tell you more than you already know.

Just set width/height and offset.x/offset.y.  I wouldn't use a callback, I would just do it whenever the animation needs to change.

I donno how Mario did it with NES assembly!
They didn't!  Mario only had one bounding box, and it really only changed when the player changed (i.e. swimming mario, small mario, large mario).

Just use width/height and offset to change the bounding box and it will behave like 99% of old console games.  If you want pixel-perfect collision, you can use PhotonStorm's Flixel Power Tools.

That's fine--just adjust your bounding box to match the sprite and it'll work great!

Definitely just have it as the largest size.  Using multiple sizes in one spritesheet will get super messy super quick and will not be worth it.

If you need to adjust the bounding box based on what's happening, you could do that on a per-animation basis fairly easily.  Most older games don't even bother with that--I'd be willing to bet Mario's bounding box is the same no matter what.

help / Re: FlxText setFormat problem
« on: Wed, Jun 1, 2011 »
Color values in AS3 are typically in the 0xAARRGGBB format, where AA is the alpha value.  If you omit that, then it will be 0, or fully transparent.  Try using 0xffff0000 instead.

releases / Re: Engine Version?
« on: Wed, Jun 1, 2011 »
Take a look in; there is LIBRARY_MAJOR_VERSION and LIBRARY_MINOR_VERSION.  Major should be something like 2 and Minor should be something like 55 for the latest version.

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