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Topics - Kramer

Pages: [1] 2
1
I have a game that received greenlight status on Steam. The game is essentially done, however since it received greenlight status (I never thought it would), I think it would be worthwhile to have someone who can actually draw, remaster all the existing artwork. Payment would be in the form of a percentage of the Steam sales.

If you are interested, please PM me.

2
games / Big Business Man
« on: Fri, Dec 20, 2013 »

3
help / Did you get a signing cert for your game?
« on: Mon, Dec 2, 2013 »
I wanted to get the PC/Mac releases of my game signed, but it costs $300 for each. I'm just wondering if anyone here went through with it?

4
help / Simple Gapless Audio Fix for Flixel
« on: Sun, Oct 20, 2013 »
I have scoured the web for an embarrassingly long time and found a lot of different answers that didn't work for me or were out of my reach for playing gapless audio files.

See the discussion below for the best answer. I had posted a possible solution but it didn't work as well as I'd hoped so I deleted it.



*On another note, there is a memory leak in FlxSound. See this thread for the fix in case your version doesn't have it.

5
help / Memory Leak when calling FlxG.play() [SOLVED]
« on: Wed, Jan 30, 2013 »
I have a serious memory leak being caused when I try to play sounds in my game.

Heres one example:

Inside the playstate, I have an 'if' statement that checks if you are standing near a particular sprite when a certain frame of that sprite gets drawn - an mp3 gets played:

if(player.x > 40 && player.x < 80 && sprite.frame==1) FlxG.play(SndNOISE);

That single line is causing the game memory to slowly but surely increase into infinity. I've had the player standing next to this sprite for the last 20 mins, and the memory has gone up to 100MB... I have no idea what could be going on here but its become a serious issue in all my levels.

I noticed this after leaving the game open for about an hour and coming back to notice my frames had dropped to 13fps and there was over 400MB in memory.... YIKES!

Would really appreciate any help you can give.

6
help / How to properly destroy a sprite
« on: Sun, Jan 27, 2013 »
In my game playstate, is it OK to null the reference to the sprite within my playstate's destroy() function?

Or should each sprite have another destroy() function inside it, and should I be calling that sprite's destroy() function first from within the destroy() function of my playstate, followed by nullifying the sprite reference?

Would appreciate some tips on how to effectively release memory.

7
help / Problems with WASD key combinations
« on: Wed, Dec 19, 2012 »
I added support in my game for WASD + KL instead of Arrows + ZX

I am having a very strange issue where if I press and hold WD and spam K, K does not respond and holding down K will cause a beep error sound.

Has anyone else experienced these kinds of issues before?

8
I have some background tiles (sky) that I need to align vertically instead of horizontally since my map is tall, but this is causing the game to crash when adding the sky. My csv file simply has the tiles aligned vertically. I have not changed anything in my code.

Any idea what might prevent this from working?

9
help / Gapless Audio Looping
« on: Mon, Apr 30, 2012 »
Hi,

I have some music that loops perfectly in winamp, but there is a noticeable gap when looping the music in flixel.  Are there any tricks to avoid this issue?

Thanks

10
help / How to Stop Music play?
« on: Sun, Apr 22, 2012 »
So I know how to pauseSounds(), but that pauses everything! Is there a way to make just the music pause/stop instead of all the sound effects?

Thanks

11
help / Text in a FlxSprite instead of a PNG
« on: Sun, Apr 15, 2012 »
Is it possible to have Text for a FlxSprite instead of a PNG?

12
Hi, I am scaling my game 4 times to fit the screen resolution of my PlayBook's 1024 x 600 resolution. The problem I am having is with GPU rendering, which causes the game to appear blurry when its scaled.

Does anyone have experience with this issue and is there some kind of workaround I could try? (aside from resorting to CPU rendering)

Thanks

13
help / Can I disable mouse instead of hiding mouse?
« on: Sun, Apr 1, 2012 »
Is there a way to completly disable the mouse tracking instead of just hiding it?

Thanks

14
help / Multitouch Control Help
« on: Thu, Mar 22, 2012 »
I created a sprite and overlayed it in my game. I want to turn it into a touch control (along with some other sprites to represent UP/DOWN/LEFT/RIGHT).

I have no idea how to turn these sprites into multitouch controls. Does anyone have any experience with this or know a better way?  ???

Thanks!

15
help / How to stop sprites from pushing each other
« on: Wed, Mar 14, 2012 »
I had an issue where my bullets would slightly push enemy sprites as they took hits. There is no easy way that I know of to stop this. Making the sprite "Immovable" is not useful since they stop recognizing collisions with the level.

I found in the FlxObject class where you can stop this behavior.

Look for these respective lines in the separateX and separateY functions and comment them out:

SeparateX:
Object1.x = Object1.x - overlap;
Object2.x += overlap;

SeparateY:
Object1.y = Object1.y - overlap;
Object2.y += overlap;


Cheers

16
help / Detect player collision inside sprite class
« on: Sat, Mar 3, 2012 »
Hello,

I am trying to figure out how to detect a sprite collision with the player - but inside a sprite class (instead of checking inside the playstate):

This is my wild guess on how to do it inside the class, but its not working:

if(player.overlaps(this))

What do I put inside player.overlaps(***)? I thought putting "this" would make it check if the player is hitting the sprite?

Thanks for any help you may have.

17
Hello,

I have 6 sprites:

sprite1 = new L1_sprite(509,40);
sprite2 = new L1_sprite(773,40);
sprite3 = new L1_sprite(1059,40);
sprite4 = new L1_sprite(1345,40);
sprite5 = new L1_sprite(1631,40);
sprite6 = new L1_sprite(1917,40);

I grouped them together like so:

_sprites = new FlxGroup();
_sprites.add(sprite1);
_sprites.add(sprite2);
_sprites.add(sprite3);
_sprites.add(sprite4);
_sprites.add(sprite5);
_sprites.add(sprite6);

The problem I am having is when doing the overlap check:

if(player.overlaps(_sprites))

^ The overlap check is only detecting sprite1 - the first sprite added to the group. If I swap the first added to sprite2, it detects sprite2.

Any idea what I am doing wrong?  :(

Thanks

18
help / Sprite runs away when hit by bullet
« on: Mon, Feb 20, 2012 »
I have a sprite that I presently just want to do nothing when it is hit by a bullet.

After creating the sprite I added this line in my playstate:

FlxG.collide(_bullets, sprite);

Now once the sprite is hit by a bullet, it runs off the edge of the screen into infinity.

Any idea how I can fix this? Shouldn't the sprite just remain stationary when hit by a bullet if I havent programmed its kill() function yet?

Thanks

19
help / player.overlaps() not always detecting
« on: Sat, Feb 18, 2012 »
Hi, when my player is running around or even stationary, sometimes this function simply fails to detect a collision with a sprite.

Is there a way to ensure that collisions are always detected?

Thanks  :)

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help / "YOU DIED" issue
« on: Mon, Feb 6, 2012 »
Hi, after my player dies I simply want to display a message for a couple seconds before automatically returning to the game menu. Instead, the delay I inserted prevents the text from displaying. Can anyone clear up what I'm doing wrong?

package
{
   import l1.PlayState1;
   import flash.utils.getTimer;
   import org.flixel.*;
   
   public class Dead extends FlxState
   {
      private var text:FlxText;
      private var timer:int=0;
      
      public function Dead()
      {
      }
      
      override public function create():void
      {

         text = new FlxText(85, 65,75, "You have died",true);
         add(text);
         timer=getTimer();
         while(getTimer()-timer < 3000){}
         FlxG.switchState(new MenuState);
      }
      
      
   }
}


Thanks for the help

Pages: [1] 2