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1
help / Re: Greemlit flixel game, how to port to Steam?
« on: Tue, Jan 5, 2016 »
I released Super Lemonade Factory on Steam using AIR.

The joystick extension I used seems to crash a lot, so Joystick is not good with AIR. Still, everything else works.

If you have questions I might be able to help. It's quite a process.

2
Hi everyone,

I haven't used Flixel for ActionScript in forever. I thought I'd pump out a quick game to see what it's like these days.

For those who don't know me, I used Flixel to make Super Lemonade Factory [PC/Steam/Mac/OUYA], Flixel-iOS for Super Lemonade Factory & Super Lemonade Factory Part Two & Mode [iOS], and have been turning FlixelXNA into a very awesome engine for Monogame and XNA, and used it to release Super Lemonade Factory Part Two [PC/OUYA] and Revvolvver and Four Chambers of the Human Heart.

Anyway, on to my new game. It's called Please To Not Burn The Toast.

http://initialsgames.com/burn

3
help / Re: How to make and store big levels
« on: Sun, Jun 29, 2014 »
Definitely use a level editor. I like the Ogmo Editor.

4
releases / Re: fliXNA
« on: Sun, Dec 22, 2013 »
There was an X-flixel as well, you might find it useful.
https://github.com/StAidan/X-flixel

I've update this significantly.

https://github.com/initials/XNAMode

5
iOS / Re: how to get started with flixel IOS?
« on: Sun, Dec 22, 2013 »
You could publish to AIR using mobile profiles (probably pretty bad performance)

Or use flixel-iOS, an Objective C version of Flixel. You'll need a mac for this option.

iOS port of Mode here: http://www.initialsgames.com/microsites/project.php?f=Mode

6
help / Re: Did you get a signing cert for your game?
« on: Mon, Dec 2, 2013 »
No I didn't... I didn't know it was an option.

7
Does this offer still stand?

8
releases / Super Lemonade Factory for OSX relaunch
« on: Thu, Jul 11, 2013 »
Hey everyone,

When I launched SLF the Mac version was broken.

I've re-compiled, and here it is in all its glory. I've taken out gamepad support. Sorry.

http://superlemonadefactory.initialsgames.com/download/index.html

9
iOS / Re: Black screen at launch time
« on: Sun, Apr 28, 2013 »
Pretty sure I got a smooth transition with Super Lemonade Factory. Try setting the background color of the first state.

10
help / Export to OUYA?
« on: Thu, Apr 11, 2013 »
Has anyone successfully exported a Flixel/FlashDevelop/AIR project to OUYA?

I have no idea if it's possible.

11
iOS / Re: Flixel and GC?
« on: Mon, Mar 25, 2013 »
I have gamecenter working in my game. You need to add it to the view in FlxGame and then have some functions in FlxG to handle it.

Have a look through Mode and SLF

https://github.com/initials/Mode-iOS

https://github.com/initials/SLF_SOURCE


12
iOS / Re: rope code work
« on: Mon, Mar 25, 2013 »
Thanks for sharing!

13
help / Re: Ideas to create breakable objects
« on: Mon, Oct 22, 2012 »
I had destructable boxes in Lemonade.

I just had an emitter the same size as the block. It doesn't "shatter" perfectly. The thing about FX is that if you do something fast enough, you'll never notice it.

14
It's a great idea to patch all of the bugs and push it to a new fork of Flixel.

Good luck!

15
help / Re: Copy or save debugger log?
« on: Sun, Oct 14, 2012 »
You can write to a text file, but it will prompt you because of security concerns. To write it out silently, you'd have to use AIR.

16
help / Re: BulletManager Problems
« on: Fri, Sep 21, 2012 »
can you post the error message.

17
games / Above The Clouds
« on: Sat, Sep 15, 2012 »
http://initialsgames.com/atc/index.html

Above The Clouds was supposed to be a relaxing flight across the Pacific. Instead it turned into a endless runner in the air. Low on fuel, high on air hostess babes.

The point of making Above The Clouds was to make a custom high score database, which is fed by php commands. It was fun making it, but it seems people want to put offensive names in, which I'll have to cut out in the next version.


18
iOS / Re: Most similar thing to flixel in iOS world.
« on: Tue, Aug 21, 2012 »
Flixel-iOS isn't as fleshed out as 2.55.

Cocos2D looks like the most active 2D framework.

But also Unity looks like a good choice. Futile2D is C# and Flixel for Unity is JavaScript.

The source for SLF on both AIR and iOS is online and can be found here:

http://superlemonadefactory.initialsgames.com/

19
help / Re: FlxCaveGenerator improvement?
« on: Tue, Jul 31, 2012 »
Playing with the parameter that is set to 0.5 by default will give you more or less open spaces. I don't remember what it's called, but it's there.

20
help / Re: Tile Based Map Generation?
« on: Tue, Jul 31, 2012 »
Check out FlxCaveGenerator too.

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