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Messages - luciebara

Pages: [1]
1
help / Re: Animated Coins?
« on: Sat, Jul 10, 2010 »
:(
Tryed everything, but it stills not working correctly

2
help / Re: Animated Coins?
« on: Wed, Jul 7, 2010 »
Actually the animation is working, as i made a Coin separeted class, but, i cant position it on my map, dont matter what cordinates i gave to it, it always keeps on top ;/

3
help / Re: Animated Coins?
« on: Wed, Jul 7, 2010 »
no one? :(

4
help / Re: Animated Coins?
« on: Tue, Jul 6, 2010 »
Hm, still having troubles.

I created the class and so, but i found mysefl lost on adding it to my State, becoz i need it to be a FlxGroup, for adding, and the countDead things, but this way i cant load the class on it.

I'm adding it this way:

Code: [Select]
_coins = new FlxGroup();
_coins.add(new Coin(100,100));
add(_coins);

and the var is a FlxGroup.

Then, the coin appears on the top of the screen, like the i was setted it to 1,1, so i'm really lost ;/

5
help / Animated Coins?
« on: Tue, Jul 6, 2010 »
Hm, i'm with such a doubt...
I am trying to but a animated coin on a project i'm making and studying, but i really cannot find a way to do so.
Actually, i think i made everything ok, but i cannot tell it to "display" the animation, i tried to use play("animation-name") but FB tells me that play doesnt exists, and i'm really stuckd, probably its a simple and stupid way to do it, but i just cant imagine how hahaha

I Tried to make a separated class for coin, but i got confused doing it...

Well, the simplified code of what i have at the moment:

Code: [Select]
package
{
import org.flixel.*;

public class PlayState extends FlxState
{
[Embed(source="data/coin.png")] private var ImgCoin:Class;

public var _coins:FlxGroup;


override public function create():void
{

//Coins
_coins = new FlxGroup();
_coins.add(createCoin(9,9));
add(_coins);
}

public function createCoin(X:uint,Y:uint):FlxSprite
{
return new FlxSprite(16,16).loadGraphic(ImgCoin,true);
addAnimation("coin",[0,1,2,3],5);
}

override public function update():void
{
super.update();

play("coin");
}
}
}

6
games / Re: [WIP] Flixel Dungeon
« on: Tue, Jul 6, 2010 »
Really cool!
I think the only bad thing i noticed at the game at all -despites the graphics, self explained- are the controls, i thought it to hard, but its a challenge, what makes things great on a game, probably.
I'm not pro at graphics, and i have my own kinda cutie style doing it, we could talk about it and see if i can help.

Also, i'm musician, if you want soundtracking and sounddesigning for the game, call me :)

7
help / Re: Hello World Help??
« on: Thu, Jul 1, 2010 »
if you havent made playstate a class under the helloworld.as, try to put the file in the same folder.
if it is, just create a new playstate as a class under helloworld and copy and paste the code

8
help / Re: FlxG.follow kinda jumpy
« on: Thu, Jul 1, 2010 »
I Think there's a class on FlxG called followLead, that perharps eliminate this kinda o leap, but actually i cant help you right now becoz i'm at work, and i am not so in of the follow engine hahaha however, try to insteed of putting a FlxG.follow put:

Code: [Select]
FlxG.followLead(crossHair);

9
help / Re: Tiles and Map Doubts (Perharps problemns)
« on: Thu, Jul 1, 2010 »
Oh thank you!
I where really wondering how flixel would found the x and y from the tile. hahaha
Thank you really really much, it finally worded :}

10
help / Re: Tiles and Map Doubts (Perharps problemns)
« on: Wed, Jun 30, 2010 »
Ok, the code:

Code: [Select]
package
{
import org.flixel.*;

public class PlayState extends FlxState
{
[Embed(source="data/tileset2.png")] private var ImgTiles:Class;

protected var _player:FlxSprite;
protected var _fading:Boolean;

override public function create():void
{
var data:Array = new Array( 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
4,1,1,1,1,4,1,1,1,7,1,1,1,4,2,10,10,0,1,4,7,1,1,7,1,1,7,1,1,1,1,7,1,1,1,4,4,7,1,1,7,1,1,4,1,1,7,1,1,1,7,4,1,1,4,1,1,7,1,1,1,1,8,
9,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11,
9,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11);

var t:FlxTilemap = new FlxTilemap();
t.auto = FlxTilemap.ALT;
t.loadMap(FlxTilemap.arrayToCSV(data,64),ImgTiles);
t.follow();
add(t);

FlxG.mouse.hide();

FlxState.bgColor = 0xFFACBCD7;

add(new Player(32,176));
}
override public function update():void
{
super.update();
collide();
}
}
}

The Tileset:


11
help / Re: Tiles and Map Doubts (Perharps problemns)
« on: Wed, Jun 30, 2010 »
I think the real problemn is how to load the img, i think it isnt loading.
i got the tileset embed with the Class of ImgTiles, and i dindt found how to incorporate it to the script, so i done this:

Code: [Select]
t.loadMap(FlxTilemap.arrayToCSV(data,64),ImgTiles);
perharps it isnt the way to load it?

12
help / Re: Tiles and Map Doubts (Perharps problemns)
« on: Wed, Jun 30, 2010 »
Still not works :(

13
help / Re: Tiles and Map Doubts (Perharps problemns)
« on: Wed, Jun 30, 2010 »
You say you are basing your thing on EZPlatformer, so I'll assume that the stage is 320x240 with double size pixels and camera doesn't follow player.

Your map is 36x24 tiles, so if the individual tile is taller than 10px the bottom ones won't fit on the screen. At 12px the only 20 rows will show and those are all 0 in your map.

Also: if your '0' tile is not an empty, you should set tilemap's drawIndex to 0, the deafult is 1.

Hm, it is 320x240, but i added the follow information...
the tiles are 20x20...
but let me try to understaind, you said that maybe the height of the map could be the problemn?

14
help / Re: Tiles and Map Doubts (Perharps problemns)
« on: Wed, Jun 30, 2010 »
I think i forgot to mention, actually, i think the collide is working, but as the map doesnt gets on the screen, i cant see if is correct or not.
The all problemn is the map, that doesnt appear, makin the player falls into nothing.

But thank you anyways ;3

15
I'm new at AS3 and Flixel, and i found myself really confortable learning AS3 from Flixel code, and of corse some AS3 study...
But i'm having so much problemns on "how to map".
I made my tiles, and done the arrays for it, but i cant find a way to map it, every time i run, the player falls into an abyss.
I'm basing myself on EZPlataform, Mode, and Collision Demo.
I found that EZPlataform would be greater, becoz the map is array to cvs based, but mode and collision are random generated - what makes me more confused.

So, i beg someone for help, what i did, is this:

Code: [Select]
override public function create():void
{
var data:Array = new Array(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,4,1,1,1,1,4,1,1,1,7,1,1,1,4,2,10,10,0,1,4,7,1,1,7,1,1,7,1,1,1,1,7,1,1,1,4,4,7,1,1,7,1,1,4,1,1,7,1,1,1,7,4,1,1,4,1,1,7,1,1,1,1,8,
9,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11,
9,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11);

var t:FlxTilemap = new FlxTilemap();
t.auto = FlxTilemap.ALT;
t.loadMap(FlxTilemap.arrayToCSV(data,36),ImgTiles);
t.follow();
add(t);
(...)

Pages: [1]