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Messages - bpercevic

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releases / Re: fliXNA
« on: Mon, Oct 14, 2013 »
Woah, blast from the past. My github name actually changed, its

I have not had any time to add any of the requests here so I'm sorry, its kinda late now anyway with the Xbox One coming out.

chat / Re: FliXNA - with Xbox and Windows Templates
« on: Fri, Jan 25, 2013 »
Hey sorry, I changed my github name, the repo is still alive:

It is untouched since the last commit about a year ago lol, I haven't had time, with programming full-time and such. Feel free to edit the crap out of that,  because I learned to program with flixel and ActionScript, and the port was my first attempt at anything cool, and anything of that scale. If I remember correctly it works, but the code could be crap :)

iOS / Re: flixel-iOS for native mac games?
« on: Wed, May 16, 2012 »
I have been working at my new job for a few months now, all I do is iOS development.  So I will try to look at flixel this summer, now that I have a much better understanding of Objective-C.  I already ported much of flixel to C# for Microsoft's XNA dev platform, I can't imagine it being any more difficult in iOS. My best guess as to why we all had trouble compiling flixel in iOS is lack of knowledge behind how Objective-C works, so as soon as I have some time I'll look at flixel-iOS and I'll update you guys on it.


chat / Re: FliXNA - with Xbox and Windows Templates
« on: Wed, Feb 8, 2012 »
Is this project still underway?

I haven't had time to work on it any more since school has started again.  I'll have more time after this semester.  But I definitely want to improve what I have and finish porting over the rest of the features.

chat / Re: FliXNA - with Xbox and Windows Templates
« on: Tue, Jan 31, 2012 »
go to the github page and download the current project source, use that to test with.  that template is out of date   ???

help / Re: Any good pixel art tutorials?
« on: Sun, Jan 15, 2012 »
Derek Yu has some good stuff

good stuff

help / Re: Hello world problem
« on: Thu, Jan 5, 2012 »
can you post some code?

releases / fliXNA
« on: Thu, Jan 5, 2012 »
now that fliXNA is nearing completion, I was hoping to get some feedback and/or feature requests.

pretty please  :P

chat / Re: FliXNA - with Xbox and Windows Templates
« on: Wed, Jan 4, 2012 »
2D only just like flixel, might be possible if you modify the source though

help / Re: two problems with my code
« on: Mon, Jan 2, 2012 »
FlxEmitter takes care of the particles itself.  The only reason you'd pass your own particles in is if it were a custom class.  So just do:
Code: [Select]
emitter.makeParticles(PNG of your particles...);

chat / Re: FliXNA - with Xbox and Windows Templates
« on: Mon, Jan 2, 2012 »
I haven't thought about the Power Tools, but maybe if I can get all the features to work like they should then I'll port that too

chat / Re: FliXNA - ready for public!
« on: Sun, Jan 1, 2012 »
yep XNA 3 is your problem, it doesn't allow optional parameters.  upgrade to 4.0 and you should be fine.  and I just put a github up last night :), template coming soon

fliXNA on github

chat / FliXNA - with Xbox and Windows Templates
« on: Sat, Dec 31, 2011 »
This is a port of version 2.55.  It is not yet finished but it has enough features for a full game.  Getting started is really easy with the Templates, all you need is Visual Studio 2008+.

Xbox Template and Windows Template

FliXNA github repository

help / [SOLVED] collision headache
« on: Wed, Dec 28, 2011 »
alright code gurus, I wasn't sure which channel to post this in since this is regarding an XNA port of flixel, but I need help with it regardless.  I'm not using x-flixel, but instead I ported flixel over myself.  Everything thats essential works (sound, camera, tilemapping, zooming, state machine, etc) EXCEPT collision between tilemap and sprite, but sprite on sprite works just fine.

here's an image to demonstrate the problem:

the player goes through tiles from top and left, but collides from bottom and right.  when walking up/down a wall from the right, sprite walks smooth.  but when walking RIGHT TO LEFT only from the bottom, the sprite gets stuck at the corner of every tile.

I tried to keep the code identical to the originals. FlxObject, FlxQuadtree, FlxTilemap, FlxTile, all look the same. But some things were altered like uints to ints, members of FlxGroup are Lists<> not arrays. 

My server is down at the moment and I don't use github :( so I will have to give a megaupload link to the code.  I'll include the whole project which you can open in Visual Studio.  It's a Windows/XBOX project so it may ask for an xbox to be connected, but thats not a problem you can just right click on the project titled "Xbox360 Copy..." and click "Create Copy for Windows" and you can run it just fine.

I know I'm asking a lot, but it would be really awesome to have this issue finally figured out so that I can start making games on xbox :)
The project is zipped up, and only at ~700KB :)

I was using x-flixel but its a port of an outdated version flixel (remember when you had FlxG.follow(target, lerp), FlxG.followBounds(), etc), and its collision is not working correctly either.  even though the collision works much better than mine, it still isn't acting right because sprites get stuck at every tile, its impossible to walk smoothly along a floor or a wall.

my port is of the newest version, minus the multiple cameras.  and the only problem I have is the tile collision.  if anybody would be interested in helping me figure out the issues that would be really great and I would definitely share the code with everyone to use because the older version of flixel is just not as fun as the newer.

if figured out the issue. in FlxTilemap's overlapWithCallback function the range of tiles to be checked for collisions needed to be incremented by 2 instead of 1 and it solved the collision issue!


games / Cycle of Life (finished)
« on: Sat, Dec 17, 2011 »

I'm not too proud of this title, but I want to post it anyway to see what you guys think.  This was for an independent study, I didn't have a lot of time so the sprites are crappy and lack any cool animations.  The theme of the project was life, so I created a continuous game that you can quit once you played through it one time but otherwise it keeps looping to simulate life/ generations of a family.

move with arrows, interact by pressing space or holding space if you're unsure of what to do. 


chat / moving from AS3 to C/C++
« on: Fri, Dec 9, 2011 »
Lets say I know AS3 and Flixel like the back of my hand, BUT I've never taken a stab at game development in a more prominent language such as C/C++.  Given that I've never done anything other than command-line C/C++, where would I start?

Existing frameworks?
Make an engine myself?
What should I study?

Hopefully someone who has been through this can share a few pointers (no pun intended).


help / Re: zelda-style screens
« on: Sun, Oct 9, 2011 »
that would work nicely for indoors like dungeons.  how what about a larger over world?

help / zelda-style screens
« on: Sun, Oct 9, 2011 »
just curious how you guys would do zelda-style screens, like where the camera follows only a specific zone, then when you reach the edge it either snaps to the new zone or freezes the game to scroll.

i wrote a function that updates the camera boundaries based on the players location, so its not very flexible.  basically i define what the screen size is, like 30x20 tiles and then calculate to see if the player is within a 30x20 section and snap the camera to that section.  the problem is that when my game world gets huge i have to make sure all sections are about the same size.

anyone have a really nice way to implement screens?

games / Re: Terra
« on: Wed, Aug 17, 2011 »
erm, all the pictures and the .swf are returning 404, are you having issues with your host?

or is it just that section?

sorry, fixed the links :P

you forgot to close the create function.  missing }

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