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Topics - mol

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1
hello!

i'd like to present to you axonometric lib, a library that lets you create 2.5 d games on flixel  !

(movement = mouseclick + space)

<a href="https://dl.dropbox.com/u/20459287/Axonometric%20Lib/demos/AxonometricLibDemo.swf" target="_blank" rel="noopener noreferrer" class="bbc_link bbc_flash_disabled new_win">https://dl.dropbox.com/u/20459287/Axonometric%20Lib/demos/AxonometricLibDemo.swf</a>


it works by modifiying FlxTilemap and adding a whole more code!

for its work it needs:

-two files
  --a topography file, that defines the shape of the map
  --a geography file, that defines the tiles of it.

-perspective parameters
  -- the way the map should be rendered ( isometric oblique or freestyle)
  -- and the cooresponding angles needed

if you're interested a detailed documentation of its classes can be found here https://dl.dropbox.com/u/20459287/Axonometric%20Lib/Documentation/index.html

the libraryhttps://dl.dropbox.com/u/20459287/Axonometric%20Lib/AxonometricLib.zip

and a demo project in flashdevelop!https://dl.dropbox.com/u/20459287/Axonometric%20Lib/AxonometricLibDemo.zip

if anyone finds anything that can be improved or changed free to make suggestion

have a good day!

PS- sorry if some of my grammar is weird, since english is not my first language!


Edit:


I've updated the code for some errors, the demonstration project has a file to transfer parameters into the application more easily

(it is on states/textfiles)

ISO,right,0,0,120,95

(mode of render, orientation, position in rows respective to the map, postion in colums respective to the map, first angle, second angle)

feel free to experiment!

2
hello flixel community!

this is my first game engine and i like it, quite a bit, i'd like to think this library has a lot of future, but maybe i'm being just hyped about it

i mean html 5 is kind of destroying old standards, will flixel survive this?

will flixel keep growing?

tell me your thoughts!

3
Hello flixel community

i noticed that FlxSave at loading files it cast them directly to Objet, losing its original class

that is fine if you save simple variables like health cash or points

but for a complete class this does not make the cut

so i just implemented a new method in FlxSave for this

you jut have to import

Code: [Select]
import flash.net.registerClassAlias;


and add this method

Code: [Select]
public function bind_custom_class(Name:String,classAlias:String,className:Class):Boolean
{
destroy();
name = Name;
try
{
registerClassAlias(classAlias, className);
_sharedObject = SharedObject.getLocal(name);
}
catch(e:Error)
{
trace(e)

FlxG.log("ERROR: There was a problem binding to\nthe shared object data from FlxSave.");
destroy();
return false;
}
data = _sharedObject.data;
return true;
}

wich is really the normal bind method with some slight modiffications, anyway to load a objet with its class definition you just have to do a code somewhat like this


Code: [Select]
//File save

var save:FlxSave = new FlxSave();
save.bind("file_i_alredy_saved");
save.data.imadethisvariablebefore = new ClassName();
save.flush()



//some code later
//...
//File Load

var load:FlxSave = new FlxSave();
load.bind_custom_class("file_i_alredy_saved","imadethisvariablebefore",ClassName);
var simplevar:ClassName = (load.data.imadethisvariablebefore as ClassName)



i hope this helps some of you! : D


Edit: i moddified some typos

4
help / how to check framerate?
« on: Tue, Mar 27, 2012 »
im struggling to find where is the debug window that tells me the framerate, i've seen some threads telling that it "appears" by pressing  "~" or "´"  but i just dont understand where
here is a screenshot of what i understand as "flash develop debug window"


sorry if its a silly question

5
I've worked in the last month in developing isometric tiles on FlxtTlemap.

This is done by adding a new variable called       
Code: [Select]
protected var _tileOffset:FlxPoint;

wich is created in
Code: [Select]
public function loadMap(MapData:String, TileGraphic:Class, TileWidth:uint=0, TileHeight:uint=0, AutoTile:uint=OFF, StartingIndex:uint=0, DrawIndex:uint=1, CollideIndex:uint=1,tileoffset:FlxPoint = null):FlxTilemap

it basically skew's the tile in varius ways

Altough i've managed to skew any tile almost any lenght It lacks "isometric" tiles ,and it has some x,y position bugs, however it does has some functionality

(movement esdf keys)
<a href="http://dl.dropbox.com/u/20459287/tlmp/Proto.swf" target="_blank" rel="noopener noreferrer" class="bbc_link bbc_flash_disabled new_win">http://dl.dropbox.com/u/20459287/tlmp/Proto.swf</a>

Since the collisions are handled by the AABB flixel system that's why it feels kind of blocky in the edges

This was done keeping in mind the DAME editor tool


For the momment this is enough for me to continue, but i was hoping if someone saw it and decided to use it, or even improve it .

In any case here is the moddified FlxTilemap (and  FlxTilemapBuffer) and the DAME lua exporter

http://dl.dropbox.com/u/20459287/tlmp/modFiles.zip

if anyone has any questions i ll be checking this thread : D

6
help / How to create spritesheets designed for flixel?
« on: Tue, Oct 4, 2011 »
Hi

i´ve been experimenting with flash and gimp(and even paint),  but the procces is somewhat slow, so what is your way of creating your spritesheets? (not the sprites)

Edit: typo

7
Hello, im making a beat´em up style kind of game and for the next step of it i need to have a lot of enemies on screen, ideally i would like the enemy distribution it to look something like castle crashers does

http://www.youtube.com/watch?v=6pT24MVcoAo&feature=related ( second 45 onwards is a great example of what i mean, there are a lot of enemies, but they are not swarming all over him all at the same time)

Here is an advance of what i´ve done so far

http://dl.dropbox.com/u/20459287/Proto.swf

(A-swing, S-bash, X-jump,Arrows-Movement)

As you can see the little demo_man (T'all you fine dandies so proud, so cock-sure, prancin' aboot with your heads full of eyeballs!) is just tryng to Hump on the player, the code goes something like this

Code: [Select]
private function moveSprite():void {
if(counter==0){
if(this.x-16>_prequijote.x){
facing = LEFT;
this.x -= shadow.speed;
}else{
facing = RIGHT;
this.x += shadow.speed;
}
if(this.y-16>_prequijote.y){
this.y -= shadow.speed;
}else{
this.y += shadow.speed;
}
}
counter = (counter + 1) % 3;
play("run");
}


where _prequijote is the sprite that the player uses, so, anyone has an idea on how could i improve this?

Thanks!




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