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Topics - werem

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* I'm ussing Flixel v2.43,
* the player starts the level on position 0, 230
* the camera follow the player
* The enemyes are placed on the create() method
* All the enemys outside the screen does not collide with the terrain and fall into the void.

I see several posts regarding this issue, but none of the solutions seems to aply(IE, my FlxG does not support the FlxG.worldBounds method)

Any help will be wellcomed.

flixel version 2.55

Error says:

TypeError: Error #1009: Cannot access a property or method of a null object reference.
   at org.flixel.system::FlxQuadTree/overlapNode()[C:\proyectos\FlashBuilder4.5\StoryTeller\src\org\flixel\system\]
   at org.flixel.system::FlxQuadTree/execute()[C:\proyectos\FlashBuilder4.5\StoryTeller\src\org\flixel\system\]
   at org.flixel.system::FlxQuadTree/execute()[C:\proyectos\FlashBuilder4.5\StoryTeller\src\org\flixel\system\]
   at org.flixel.system::FlxQuadTree/execute()[C:\proyectos\FlashBuilder4.5\StoryTeller\src\org\flixel\system\]
   at org.flixel.system::FlxQuadTree/execute()[C:\proyectos\FlashBuilder4.5\StoryTeller\src\org\flixel\system\]
   at org.flixel::FlxG$/overlap()[C:\proyectos\FlashBuilder4.5\StoryTeller\src\org\flixel\]
   at PlayState/update()[C:\proyectos\FlashBuilder4.5\StoryTeller\src\]
   at org.flixel::FlxGame/update()[C:\proyectos\FlashBuilder4.5\StoryTeller\src\org\flixel\]
   at org.flixel::FlxGame/step()[C:\proyectos\FlashBuilder4.5\StoryTeller\src\org\flixel\]
   at org.flixel::FlxGame/onEnterFrame()[C:\proyectos\FlashBuilder4.5\StoryTeller\src\org\flixel\]

The line that throws the error is

this ---->      _iterator =;
         return overlapProcessed;

line 571 function overlapNode class FlxQuadTree

Any idea?

releases / Can you update the release notes please?
« on: Fri, Feb 3, 2012 »
The release notes in github seems to be outdated. I'm working with version 2.55 and the release notes stops on 2.43.

I have several override functions that stop working because there is no function to override!.


Sorry for the questions, but I cant solve my problems with the release notes.

Where the FlxQuake class goes?
Where the createGraphic method from the FlxSprite class goes?


Hey there, is some tutorial to por flixel into an Actionscript Mobile Project of Flash Builder 4.5? I'm trying to put flixel in an iphone 4 and keep working in actionscript.

I made some tests and is quite performant if you use bitmaps. So I think that flixel will works really good.

I tryed but get some errors(cant remember now). If there is some article or guidelines will be great. Thanks!

help / Help on performance for iphone dev
« on: Wed, Oct 27, 2010 »
Ok, I'm a iphone dev(wanabee). I try to compile mode and other experiments done in flixel and run them into the iphone, and the result is painfully slow. Even the more simple test are slow in the iphone(I test with the device, not the emulator).

Can we try to make some more deep changues to be activated when the mobile = true is set?

If not, can we custom some classes in order to speed up the performance in this device?

I just read this thread

I dont try this yet, but I think is the way to go. I can do some test for my own and post them in this thread, but my time is limited and I think will be more easyer if more people post some code snipets and ideas.

Thanks in advance

help / Help writing a C# translator
« on: Tue, Oct 26, 2010 »
I'll like to write a translator, from Actionscript to C#.

I need some help about how to handle the tranlation process in order to extend it easily when the translator doesn´t work in certain circumstances and make it work for other languages(objective C).

 The translator convert "var c:int = 0" to "int c = 0" very well, but cant process "var c:Number = 0". So you can add your case to the stack in order to translate "var c:Number = 0.5;" to "float c = 0.5F;"

Any ideas?


help / Best way to customize FlxTileMap
« on: Tue, Sep 7, 2010 »
I want to use the image not only to define the blocks in the map, but also for define enemies.

There is a way to do this using several maps, but I would like to use a single image map to define the walls and the enemies(this make sense, because where there is a wall, can't be an enemy or a powerup).

The idea is use a color(say, black) for the walls, red for the enemies, yellow for the powerups.

All of this, maintaining the smart tile arrangement based in context that has FlxMap today.

Anyone can drop me a line with this?


help / Know the screen position of a sprite?
« on: Sat, Aug 7, 2010 »
How can I know the screen prosition of a FlxSprite? just like the FlxG.mouse.screenX but for sprites.


help / modify the "render" part to use papervision?
« on: Thu, Jul 22, 2010 »
This can sound a little crazy, but I'm wondering how can be modified flixel in order to render 3dObjects instead of 2dPixelart sprites.

I think can be cool make a 2D plataformer like "little big planet" or "bionic comando". Using the keyboards, collision and scenes implementation of flixel.

Anyone can point me in the right direction? Where I should start?


help / Can followMin.y be negative?
« on: Sun, Jul 4, 2010 »
Seems that not. How can I achieve this?


help / Correct position when overlaps
« on: Sun, Jun 6, 2010 »
Is there a way to correct the collision of two objects when overlaps?

I'm updating the position of an object in the update method, but when collides with the floor doesn't correct it's position.


help / Draw objects in a buffer.
« on: Sun, Jun 6, 2010 »
I'm implementing some objects that collides between them(circular collision) and colides with the world(square collision).

This objects are in a group, but I need to draw them in a buffer, wich will be modified with shaders and filters to, finally, draw into the game world.

How can I achieve this?


In the class FlxTilemap there is sinchronization data in the file (line 805).

<<<<<<< HEAD:org/flixel/
         var w:uint = layout.width;
         var h:uint = layout.height;
         for(r = 0; r < h; r++)
         var w:uint = bitmapData.width;
         var h:uint = bitmapData.height;
         while(r < h)
>>>>>>> dev:org/flixel/

Also, trying to download from home trows a javascript error in IE 8

I use states as rooms. The problem is that when I switch rooms, the heyboard is resetted, so, if the player was running, stops running when enters a new room.

That makes necessary to release and press again the key you are pressing(IE. left if you are walking left).

Is there a way to avoid the reset of the keys when switching states? Or save it?


I have rooms separated in states. If I exit a room, the room must remain in the same state if I go back to it. Example: If I kill an enemy, the enemy must stay killed, if an object is destroyed, the object must remain destroyed, I there is a bloodstain in the floor, the get it.

To achieve this, I overwrite the "destroy" method in FLXState class(with an empty function) and create a variable called "alreadyCreated" in order to avoid the recreation of all objects in the state when I back to the room.

The problem is that some thing broke when I back to the room. The followMax and followMin of the FLXG class are changed(different dimensions of the room), but the most annoying is that the collisions are broken. My character does not collides with the terrain and falls endlessly into the void.

What is the best way to achieve persistence of the rooms?


I have a looped sound that doesn't respond to volume changes. So I must call

rainloop.volume = FlxG.volume;

in order to make this object be affected by the volume controls. This is very inefficient way to do that(calling a function in the loop). Will be great if I can listen the event and modify the sound volume only when it changes.


help / avoid easing in camera follow
« on: Tue, May 18, 2010 »
How can I disable the easing of the camera?


help / Break glass routine on the breackeable sprite
« on: Sun, May 16, 2010 »
I'm making breakable objects, but I want that the routine that checks the collision lays inside the breakable object.

What I do, is override the "hitLeft" routine, there I check if the Contact object is the type I need(Player) and if it state is the right(dashing). If this is positive, I destroy the object(solid = active = visible = false);

The problem is that the dashing object stops(as a result of the collision resolution).

I need the dashing object keeps it's velocity while the I keep the code for the reaction inside the breakable object. Any ideas?

I need to render all the tilemap, not only what is visible on the screen. Is for a special effect in wich I need to access to all the information of the tilemap. Actually I'm rendering it in a renderbuffer the first time, not directly to the screen, but when the tilemap is larguer than the screen, just the first viewable part is rendered.

I have heard that there is a new parameter in v2.35 that allows this. Anybody knows if this is implemented?

Thanks in advance.

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