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Messages - felipe

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1
Or you can also use flixel-monkey https://github.com/devolonter/flixel-monkey ( htm5, flash, ios, android, xbox, windows, mac, and psvita ) But if you don't want to pay you can also use haXe version which is pretty good too.

2
releases / Re: Flixel on Android
« on: Fri, Sep 30, 2011 »
Someone should make a port of flixel to monkey and just forget about dealing with xcode, java, html5 and XNA.
One language to rule them all!

3
chat / Re: The future of flash
« on: Fri, Sep 30, 2011 »
I think Adobe should make an official tool to translate AS3 to JS and then be able to use it on HTML5. We have haXe+NME which are grate tools to write AS3 and compile to js,cpp or flash.

So I am not really scared about flash player dying, I just hope Adobe makes good decisions.

4
I've recently tested this with a small framework I'm building and it has real problems handling bitmaps, and some times the code works fine on one device and in others it crashes or it doesn't even load.

It would be awesome if flixel could run with open plug, but a lot of it would have to be changed.

I am using mi framework as reference to build one from scratch to run on openplug, I just hope it works.

5
games / Re: Doodle Prince on the market (android)
« on: Thu, Aug 25, 2011 »
Nice! i've played it on a Nexus One and it runs really decent.
I do recommend you remove the mouse as it's distracting and there is no real use for it on a touch device.

I hope to see more games! :D

6
iOS / Re: flixel + AIR SDK 2.6
« on: Thu, Aug 25, 2011 »
@willcrain

I have worked with touch events and flixel on an ipad, playbook and android phones and what I've use in all cases is a virtual d-pad, if it's the case you want to control a sprite.

What I've used to interact with touch event on flxsprites inside the game is drawing a rectangle sprite over it and just adding the event listener to the sprite.
I haven't really noticed a big performance problem with this method.

I've also tried adding the event listener to the stage and just comparing the flxsprite point to the touch point.

7
help / Re: random cave generator
« on: Tue, Jul 26, 2011 »
Sweet!

but I do get the same error as photonstorm, I guess it's because I use a flash player with debugger.

8
chat / Re: how did you get where you are?
« on: Sun, Jul 24, 2011 »
I originally started professionally on the game dev industry as a pixel artist at a developer studio here in Chile, but when i finally decided to rent my own apartment I suddenly started getting interested in programming. I thought, if I want to make my own games I can't depend on someone else to do the code for what I want, so that's how I got into coding.

I first I went on the wrong way, I started learning PHP, but it gave me the basics of how a lenguage syntaxis works, then at the beginning of this year I decided to learn some AS2 and made a simple game for nokia n8 called Orange block madness, and then translate it to AS3 for the blackberry playbook. In those times I used the Flash CS5 and it's timeline so the coding was pretty much a mess.

I recently started learning the power of classes and actually that was thanks to flixel, and an office partner. It was something almost sublime as I could finally understand what all that letter and numbers meant. Thanks flixel creators & contributors.

So now I am just doing AS3, I want to learn a lot of this lenguage as I found it's very useful and easy to learn.
Recently I've also got into a bit of QML and the Corona SDK, but not much really.

9
games / Re: Terra
« on: Thu, Jul 21, 2011 »
Looks visually attractive, nice!

I do get this error:

Quote
Error #2044: ioError no controlado: text=Error #2032: Error de secuencia. URL: http://game.percevic.com/terra/scores.txt
   at Main01()[/Users/bpercevic/Documents/Adobe Flash Builder 4/ProjectShuttle/src/Main01.as:14]
   at Menu/update()[/Users/bpercevic/Documents/Adobe Flash Builder 4/ProjectShuttle/src/Menu.as:68]
   at org.flixel::FlxGame/update()[/Users/bpercevic/Flixel_2_5/org/flixel/FlxGame.as:635]
   at org.flixel::FlxGame/step()[/Users/bpercevic/Flixel_2_5/org/flixel/FlxGame.as:585]
   at org.flixel::FlxGame/onEnterFrame()[/Users/bpercevic/Flixel_2_5/org/flixel/FlxGame.as:453]

I click continue and it works fine.

Also, the game runs at 10fps , but probably that is just me.

10
help / Re: Flixel and C++
« on: Thu, Jul 21, 2011 »
yes, I understand but you said that flash games aren't professional, and you can't sell them. I don't know if more games are sell on a pc rather than a mobile device.

My point was that it doesn't matter which lenguage or platform a game is aimed, that doesn't make a game professional. I've seen really crappy games made on UDK and other engines. It gives the feeling that you underestimate flash games.

11
help / Re: Flixel and C++
« on: Thu, Jul 21, 2011 »
user eduardonunesp  made a port, I think it's still a WIP as you said.

People who buy games on mobile devices don't look the format it's made on, they don't care if it's made on java, c, c++ or action script, they just want to have fun and that's that, of course I won't argue that you get better performance on a native lenguage but if you are making a 2D game you can make a "Professional game", like you call it with as3 or any type of lenguage.

I'll just quote  Chelnok

Quote
to make a pro game, you need nothing but stones and wood.

12
help / Re: Flixel and C++
« on: Thu, Jul 21, 2011 »
Ok, just criticizing.. and being a wiseass :) 

You can make pro game in flash. Selling it in Flash? Much more harder :)

Anyway, there is not any..thing why you could not use flash to make professional game. I suppose you are meaning pro game as WOW or any 3D kind of games. Afterall.. there is lot of genres that does really not need any flash, unity, ..c,java,1001101.. to make a pro game, you need nothing but stones and wood.

+1

True, and you can sell flash games on mobile devices from iOS, playbook, android and even nokia, at least I do, and they sell.

As for a C++ port of flixel, I don't really know one I think I saw a C# port going on the forums, but i guess it's not the same. I hope you find one that can suit your needs, but at the end it's mostly syntaxis change, in theory it's all the same.

13
help / Re: Flixel Power Tools
« on: Tue, Jul 19, 2011 »
ok! thanks, gives me an idea of what to do :)

14
help / Re: Flixel Power Tools
« on: Tue, Jul 19, 2011 »
My game has a group of zombies, and a group of "civilians", what I am trying to do is that the zombies follow the civilians, they are separated by groups .

15
help / Re: Flixel Power Tools
« on: Tue, Jul 19, 2011 »
Sorry, wrong quoted text, fixed :P

16
help / Re: Flixel Power Tools
« on: Tue, Jul 19, 2011 »
Is there a way that the members from one flxgroup follow the members of other flxgroup?
Sorry, but i wish someone could help me with this.

17
help / Re: New Flixel Book - suggestions wanted!
« on: Tue, Jul 19, 2011 »
Sound great! I really hope to see this out, make a version for kindle please!
I think something like a cookbook would be better, at least it's been easier for me that way, I don't know what others think about that way.

18
help / Rotate FlxSprite from X and Y, not from center.
« on: Tue, Jul 19, 2011 »
Does anyone know how can I set the rotation point on the x and y coordinates and not on the center.
Thanks

19
I don't know if this helps, but what i do to rotate not pixelated images and avoid getting pixelated is setting antialiasing = true.

20
help / Re: How to approach Levels creation.
« on: Wed, Jul 13, 2011 »
This is what I've done for creating levels at playstate

Code: [Select]
Package
{

     import org.flixel.*;
     
     public Class PlayState extends FlxState
     {
          private var _level:Number;
          public function PlayState(level:Number):void
          {

                    level = _level;
          }
         
          override public function create():void
          {

                   if(_level == 1)
                   {
                         //Load level 1 data
                   }
                   
                    super.create();

          }

          override public function update():void
          {

                   if(_level == 1)
                   {
                        //level 1 loops ( collisions, score++,etc..)
                   }
           
                   changeLevel();

                   super.update();
          }

          private function changeLevel():void
          {
                  if( condition to change level )
                  {
                        FlxG.switchState(new PlayState(_level+1);
                  }
                  else
                  {
                      //replay game or what ever.
                  }
          }


     }

}

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