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Topics - Esti

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1
iOS / See FPS with iOS SOLUTION INSIDE
« on: Wed, Nov 14, 2012 »
I got an unexpected ipod Touch ::) and I managed to make a small app with air and test it right away ,details http://blog.sebaslab.com/run-flas-application-iphone-buying-developer-license/

Anyway I want to monitor the FPS but I cant open the console without a keyboard. Is there a way to use text to print the current FPS?

2
help / Issue with collision of boxes and tilemap
« on: Thu, Oct 25, 2012 »


I am working on a concept that relays on boxes and some puzzles involving simple physics. The thing is I can't fill a hole of 16x16 with a box of the same size withouth having issues. My char gets stuck but if I change the size of the box to 17 my char can't step into the box without colliding with it. Anyone knows what can I do? thanks.

3
help / Ideas to create breakable objects
« on: Mon, Oct 22, 2012 »
I am working on a 2d plataform game where the player should be able to destroy objects on screen. I don't want to recreate the "terrain destruction" kind of destruction, I want more like a shattering effect to break sprites in pieces.

I've been thinking about it and till now I think some particles could help. I can always make emitters with premade pieces of the objects but its kind of an artificial way to do it because I can't control the starting position of the particles like making a puzzle with all the pieces and then breaking them. So I've been searching and googling but I couldn't find much flixel resources.

I could implement box 2d but I don't know how hard is it and maybe It could turn the game into a destruction game and I don't really want that. Also I'm using DAME and Tilemaps so I don't know if it is compatible with that.

Does anyone knows if I should give box 2d a shot or another way to make a lot of particles without cutting each sprite manually? Thanks!  :)

4
help / Big tiles giving issues
« on: Mon, Oct 22, 2012 »
I am using DAME and I have some big tiles that are 70x70. This is the file, this are free placeholders.

The thing is when I exceed 40x40 in tile size this returns null
Code: [Select]
tile = _tileObjects[_data[rowStart+column]] as FlxTile; and then I recieve an error and the colision breaks

Code: [Select]
TypeError: Error #1009: No se puede acceder a una propiedad o a un método de una referencia a un objeto nulo. this means "can't access a property or method of a reference to a null object".

this is my level class code:

Code: [Select]
map = new FlxTilemap;
map.loadMap(new mapCSV, mapTilesPNG, 70,70, 0, 0, 1, 1);

I tried changing a lot of stuff and it works if I put 40x40 in the width and height.

5
 :D . Kind of a noobish question, I don't have a clue how to lock the screen to the original size so when played in a flash standalone player it can't be resized.

6
help / How to auto-focus the game screen
« on: Tue, Oct 2, 2012 »
Hi, I want to solve this problem with the game screen when I first start the game. For my game I used the old method of asking the player to click on the screen to start but I read somewhere that it could be done automatically. Unfortunately I can't seem to find the solution with the search.

Someone knows how to fix this? Thanks!

7
http://www.leebrimelow.com/?p=3104

Today I saw this video about the new features of flash (I think it is CS6) and I was wondering some things.

First of all what is that file with coordinates and code that gets exported with the PNG sprite sheet. I suppose is the code that has the dimensions and coordinates of every image, but If I want to use this kind of sprite with flixel, shouldn't I have every frame with the same dimension? Using this in this way wouldn't be worse in terms of memory? How can I trim the images to save space but get them working on flixel?


8
games / Light Quest
« on: Fri, Apr 27, 2012 »
TRAILER: http://www.youtube.com/watch?v=HvbUcR0iLYI
The font used in the game and trailer is from http://antonbohlin.com/



Light Quest is a small platformer with a lighting and darkness mechanic and my first official game. For the project I worked with an artist who made all the sprites while I worked on the game design, code and music. I just submitted it for approbation on FGL so you can try it here!

http://www.flashgamelicense.com/view_game.php?from=dev&game_id=23720

I used FlashDevelop, Flixel, PhotonStorm power tools, DAME editor and sounds made in http://www.bfxr.net/


9
help / Need help protecting my game for FGL(SOLVED)
« on: Mon, Apr 23, 2012 »
I finished my first game and I tried to use the on-site secure swf protection but I had issues.

First of all with the on-site thing I got a blank screen so I decided to follow some help seen in similar topics here, like http://forums.flixel.org/index.php/topic,6048.msg34187.html#msg34187 and http://forums.flixel.org/index.php/topic,5684.msg32046.html#msg32046 but without any luck. I still have a blank screen.

I tried everything, I disabled the preloader (I am using the flixel one) , downloaded the secure swf demo and played with the settings , like adding an exception for org.Flixel.* etc.

 I also found this http://www.adva.com.ar/foro/index.php?topic=8249.0 . It is in spanish but the traduction is: "I created a FlashDevelop as3 project with preloader, copied that to my game and in Project -> Properties -> Compiler options -> Additional Compiler Options put the following line-Main frame 2, where Main is the class Main inherited from FlxGame. Also you have to put it in the preloader in the function startup ()."

The problem with this solution is that I don't know how to add that line("-Main frame ") into the startup() function.

I don't know what else to do. Thanks.

10
help / Tiles with parallax effect
« on: Thu, Apr 12, 2012 »
I am finishing a small platformer game , I made the maps using DAME and implemented them with the photonstorm tutorial way. I already use some images in the background with scrollfactor but is there a way to implement it to the tiles that are in the background?

I have a layer for the entire map and I set the collidable and non collidable tiles so maybe I can add scrollfactor to the non-collid ones?

11
help / about height width and offset
« on: Tue, Mar 6, 2012 »
I would like to know if I understand this right, I have this sprite that is for example 32x32 pixels and I load it and set the width and height lower;16x16.

I want the blue square to be the hitbox, is this ok? thanks.


12
I add my enemies(enemy class) into a group(enemies) and I want to use overlap to call a function that is inside the enemy class.
Quote
FlxG.overlap(player, enemies, posesion);

then

Quote
protected function posesion(Sprite1:FlxSprite, Sprite2:FlxSprite):void
      {
      
      if (Sprite1 is Player && Sprite2 is enemy)
      {
      
              //call a function here like enemies(Sprite2).doSomething();
      
      }

Is there a way to do this? Thank you.

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