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Messages - Noid.EXE

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1
games / Las Aventuras de Cthulio
« on: Sun, Jun 5, 2011 »
My first game using flixel.



Play: www.newgrounds.com/portal/view/571188
Repo(not for senior coders with a weak stomach): https://github.com/noidexe/Platformicus

2
help / Re: Sound issue when pausing
« on: Wed, May 25, 2011 »
I think I fixed it.

Code: [Select]
org/flixel/FlxSound.as |    5 +++++
 1 files changed, 5 insertions(+), 0 deletions(-)

diff --git a/org/flixel/FlxSound.as b/org/flixel/FlxSound.as
index 2c9b367..62525a3 100644
--- a/org/flixel/FlxSound.as
+++ b/org/flixel/FlxSound.as
@@ -358,6 +358,11 @@ package org.flixel
  _channel = _sound.play(_position,0,_transform);
  if(_channel == null)
  exists = false;
+ else
+ {
+ _channel.addEventListener(Event.SOUND_COMPLETE, stopped);
+
+ }
  }
  }
  active = (_channel != null);

3
help / Re: Sound issue when pausing
« on: Tue, May 24, 2011 »
Thanks for the info.
One question, I'm still using the Flex 4 that comes with FlashDevelop, are you using the new Flex 4.5(Hero) released a few weeks ago? It's the only thing I haven't tried.

4
help / Sound issue when pausing
« on: Tue, May 24, 2011 »
I submitted this as a bug, but Adam says he couldn't reproduce it so maybe it's something wrong with my code.

This is the simplest code that should reproduce the issue(requires flixel 2.55).

Code: [Select]
package
{

import org.flixel.*;

public class PlayState extends FlxState
{
[Embed(source = 'data/cartridge.mp3')] private var sndCart:Class;
private var testSound:FlxSound;

override public function create():void
{

testSound = FlxG.loadSound(sndCart);

}

override public function update():void
{
FlxG.keys.SPACE ? testSound.play(true) : testSound.play() ; // using play(true) makes it work again until the next pause/unpause
super.update();
}

}
}
Sound: https://github.com/noidexe/Soundtest/blob/master/src/data/cartridge.mp3?raw=true

If you compile it you'll notice a sound that plays again and again.
If you click in some other window, the game, and the sound pauses, as it should. However, if click again on the game to unpause it you'll notice the sound finishes playing and stops, even with play() being called in every frame.
The only way to restart the sound is is calling play(true)(press SPACE) and it works until the next time you pause the game.

You can try it with this binary http://cloud.github.com/downloads/noidexe/Soundtest/Soundtest.swf or this project https://github.com/noidexe/Soundtest

5
chat / Canabalt rip-off gets approved by Apple
« on: Thu, May 5, 2011 »
The approval process in the app store is a joke. Prepare to see titles like "Super Plumber Fabrizzio" , "Aviary Rage" and "Mega Protein-rich kid"


via: Destructoid

Quote
Seriously, enough with the iPhone clones already. Only last weekend we wrote about the blatant ripping-off of IronHide's flash game Clash of the Olympians by iPhone game Achilles' Defense, and the latter game has since been removed from the App Store.

But now, after the Canabalt devs released their source code under an MIT open source license late last year, another Thai company called PLD Soft has released a clone called Free Running that just got approved by Apple. It was free about an hour ago, and has since been raised to $0.99. Are you kidding me?

Come on now Apple, get your act together. Because any time you're going to say "we have a better marketplace for game developers than Android" in the future, it's just going to look like a joke.

Apple approves Canabalt clone [TUAW via Cult of Mac] [Thanks Ross!]

via: Destructoid

6
help / Re: Flixel 2.50 Flashdevelop Template
« on: Thu, Apr 28, 2011 »
Done. http://www.mediafire.com/?77oj8zndjvjqimz

Maybe Deviantgeek should create a gitrepo so everyone can fork it and customize things like fps, width, height, etc.

7
help / Re: Flixel 2.50 Flashdevelop Template
« on: Thu, Apr 28, 2011 »
Also the .swf output wasn't set to $(ProjectName).swf

So I aplied all the fixes listed by furas and Philippe, check it now.

http://www.mediafire.com/?77oj8zndjvjqimz

8
help / Re: Flixel 2.50 Flashdevelop Template
« on: Wed, Apr 27, 2011 »

Thanks Guys! Does it install correctly?

Double clicking the .fdz supposedly installs it, but it didn't work for me.
Extracting 115 ActionScript 3 - Flixel 2.5 Project to %programfiles%\FlashDevelop\Projects\ did work, however. using FlashDevelop v 3.3.4

9
games / Re: Evita y Perón contra los gorilas
« on: Wed, Apr 27, 2011 »
Es muy bueno, si no me equivoco fue uno de los que gano.
Ahora sabes que estoy chequeando el link de kongregate y no se si es mi conexión o que pero solo veo un swf todo negro, ni el Preloader me carga.
===
Nice! It's one of the contest winners, right?
Nothing loads in the kongregate page, though :(

10
Thanks for your help, it helped me clean a few things.

I finally got it to work using this solution http://flixel.org/forums/index.php?topic=1902.0

Using v2.35 BTW

11
help / Problems starting an animation at a random frame
« on: Sun, Apr 17, 2011 »
I initialize a sprite and set its current frame to random (using randomframe()). However, the first play() in the update() loop resets the animation to frame 0.

The problem seems to be that randomframe() sets _curAnim to null. If play() finds that _curAnim is null it restarts the animation instead of advancing to the next frame. However, changing the behavior of randomframe() doesn't seem to help.

So the question is: How do I initalize a sprite with an animation starting at a random frame?

Code: [Select]
package 
{
/**
* ...
* @author Noid
*/
import org.flixel.*;

public class Soul extends FlxSprite
{
[Embed(source = '../assets/soul2.png')] private var ImgSoul:Class;
private var IsRandomized:Boolean = false;

public function Soul(X:Number = 0, Y:Number = 0)
{
super (X, Y);
loadGraphic(ImgSoul, true, false, 15, 15);
addAnimation("Idle", [0, 1, 2, 3, 4, 5, 6], 15, true);
play("Idle"); //Set the current animation to play
//frame = 3;
randomFrame(); //Set animation to a random frame
trace(frame);

}

override public function update():void
{
play("Idle");
super.update();
trace(frame);

}

/*
  override public function kill()
  {
  }
*/


}

}

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