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Topics - Zapleaf

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I really hope I am not getting annoying with all my questions.. yet.

I've been trying to use Flixel for a while now.  I have a strong background in Coding, I started out teaching myself how to make games inside of WC3 World editor, Got excited and moved on to C++, over time I found Adobe Flash Actionscript and worked my way up to 3.0, but never in my life did I try using some one else Libraries or something like this [Flixel.]  And I am finding it very hard t apply the knowledge I have learned over the years to this.  I would love if some one could get the gears in my head working right so I can gasp how to use this to its full potential.

  • Should I make the entire game with Flixel classes?  Is it okay or wise to continue to make my own classes as I need them?
  • What happen to the parent / child concept?  I was so happy and understanding of it, there does not seem to be one in Flixel?
  • If I want to make a large scale game, say an MMO, would Flixel not be the best bet?
  • Why am I using the core trinity?  Playstate, Preloader, Main.  Is it at all possible to just make my own game, and import the parts of Flixel I need as I need them?

These are just a few examples.  A major issue that's causing me pain at the current time is understanding when and when not to use FlxGroups.  Are FlxGroups a core concept, one that I should be using when ever I want to add something to the stage?  I am also finding it very uncomforting that when I have a flxSprite (Say an option screen) over top of everything that when I click the click is registered on every FlxButton in that click ranger.  If there are buttons hidden behind the screen they too are clicked.

Really simple question, lots of reading.  Sorry, I just want to grasp the main concepts so I can get right back to work on making games like I was in Adobe Flash.

Code: [Select]
public function FlxButton(X:Number=0,Y:Number=0,Label:String=null,OnClick:Function=null)
    // .... Flixel Code

Hard to word this so I'm going to be very straight forward I do not wish to come off as rude or ungrateful.

var newButton:FlxButton = new FlxButton( ... , someFunction );    // This will pass the function
var newButton:FlxButton = new FlxButton( ... , someFunction( 15 ) );    // This will trigger the function to run

My problem:  I need the function that gets passed in to have a parameter associated with it.

Not sure what my problem is, thus, Google is zero help.  Been pushing this off for days now working with other parts of the code, but this one really bugs me and I'd like to fix it and move on.

chat / Kill all the members in a group?
« on: Sat, Sep 27, 2014 »
I have tried several attempts but my code keeps causing a lot of issues.  I simply want to remove every member in a group but keep the group itself a live.

Code: [Select]
if ( worlds.members.length > 0 )

Edit...  half the post was removed?  so.. here's a quick rundown:  How do I kill just the members of the FlxGroup without killing the Group itself. And no this is not something you can google.

Edit: When I use this function I made:
Code: [Select]
public function killMemebers():void
if ( GalaxyBackground )
if ( WorldHolder.length > 0 )
for ( var index:int = 0; index < WorldHolder.length; index++ )
I still produce a members.lenger greater than zero when checking members.length, even though everything is removed from the screen.

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