Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - karlgoran

Pages: [1] 2 3 ... 11
1
help / Re: problems with flashdevelop
« on: Tue, Dec 3, 2013 »
Hopefully that should work too. If not then try this > http://wiki.gestureworks.com/index.php/GestureWorksFlash:Setting_Up_Your_FlashDevelop_Environment

it started working now with the latest flashdevelop release but now i have a new problem: [Fault] exception, information=TypeError: Error #2023: Class PlayState$ must inherit from Sprite to link to the root.

I get this when i try to run the flixel Hello World program from the flixel.org homepage. I have the flixel org directory in the src directory and i have added a classpath to another directory with the flixel files, so when i go under references i see the flixel lego Icon. 

2
help / Re: problems with flashdevelop
« on: Sat, Nov 23, 2013 »

If you have the correct Flex SDK downloaded and you're trying to get it to acknowledge it just make sure its pointing to the "bin" folder within the SDK. This might also be an issue. If thats not the issue use the configuration link posted for better help on the problem.
Its generally quite easy to configure but a fresh install of everything and a step by step tutorial may also be some use to you.
Use the configuration link above this post and hopefully it is resolved from there.

Sidenote:
My configuration is using Flex 4.6 so if you want to try this over the 4.5 which may also be causing issues > http://www.adobe.com/devnet/flex/flex-sdk-download.html

i tried flex 4.6 and configuring things as it's written on that page but i still get the same error message, i'm going to try and install earlier versions of flashdevelop and see if it works better.

3
help / Re: problems with flashdevelop
« on: Fri, Nov 22, 2013 »
I don't believe you actually have to download the flex sdk. I would just completely uninstall flashdevelop and reinstall it.
If I remember correctly it should work out of the box. After installation click new as3 project, then open properties under output choose flash player(any version),  compilation target should be application, then click sdk, it should be default. Click f5, it should build an empty project. Afterward use the previous instructions to setup flixel. Good luck and let me know what happens.

I tried reinstalling and with the default settings i get the "this project doesn't have a valid sdk defined". If i put the directory where i have the downloaded SDK i get the: Exception: Path to Flex SDK could not be resolved error. Weird stuff :).

4
help / Re: problems with flashdevelop
« on: Thu, Nov 21, 2013 »
If the issue is the Flex SDK then just point the project to the SDK. What I did was save the full SDK to a folder on my desktop and point it to the SDK from there.
For me I right click a project and do the setting from there. As for your errors my only suggestion could be download everything all over again for a full fresh updated install.
This might also help but if you havent already checked it out.

http://www.flashdevelop.org/wikidocs/index.php?title=Getting_Started

hmm i tried right click on New Project in the project window, then properties, then SDK tab, then custom sdk and picked browse and got Exception: Path to Flex SDK could not be resolved:.

5
help / Re: problems with flashdevelop
« on: Thu, Nov 21, 2013 »
What sdk are you trying to use?
Are you using flixel?
If you wanna use the flashplayer for a runtime environment or anything with flex or air, for basic setup with flixel you would just go to properties, classpaths, click on src, click add classpath and point at the org folder,and make that the top one. Then just go to project, new project and choose one.

I've downloaded this: Flex 4.5 (Release) 4.5.0.20967A. Haven't gotten to getting Flixel connected to flashdevelop yet, figured i need to get the SDK functioning first :).

6
help / problems with flashdevelop
« on: Thu, Nov 21, 2013 »
it seems like flashdevelop has changed a bit since i used it the last time and the set up instructions at flash game dojo seem a bit out of date. When i try to set up an SDK going TOOLS ---> PROGRAM SETTINGS--> AS3 Context tab and then change the SDK path, the SDK path has been replaced with something called Installed Flex SDK's.

Another problem i'm having is that i get an error message window when i try to start the program that says:

 Value cannot be null.
Parametername: input

   vid System.Text.RegularExpressions.Regex.Match(String input)
   vid System.Text.RegularExpressions.Regex.Match(String input, String pattern, RegexOptions options)
   vid AS3Context.PluginMain.ValidateSDK(InstalledSDK sdk)
   vid AS3Context.PluginMain.ValidateSettings()
   vid AS3Context.PluginMain.HandleEvent(Object sender, NotifyEvent e, HandlingPriority priority)
   vid PluginCore.Managers.EventManager.DispatchEvent(Object sender, NotifyEvent e)

7
help / Making an Air app, what is the max resolution?
« on: Wed, Jul 25, 2012 »
If i make my game so it's supposed to be played as an AIR app, what kind of constraints should i consider when it comes to resolution? what about using 1600X1200?

8
I'm looking to have a collision system that works like in Zelda. When the player walks over an enemy he jumps back while the enemy doesn't move at all, right now the enemy starts moving at the same speed and direction as the player when i walk on it.

9
n.

right now if the player presses and holds the A button the attack animation will play over and over again. I want to make it so the player has to release the button and press it again for it to have any effect, just like when playing Zelda on snes. should it be a time based thing? if so how long? Can i detect if the key has been released?

10
i mean the time the animation will take will be individual for each computer so i'd need some universal way. the finished property seems the best way forward though i think.

11
what should the switch be? should it be time based? is there a good way to know how long an animation will take? the finished property i don't really understand to be honest. i've had some problems with it.

12
Would it be acceptable to lock the attacking animation until it reaches a certain frame? You could even add a timer to lock/unlock the animation instead.

In short, if the attacking animation is being replaced by the movement animation before it's complete, you may want to restrict animation until "this.frame ==" your final frame of attacking. Upon attacking, a switch is flipped in which no other animations will play on input, but once the attack is complete (when the frame is reached or the brief timer is elapsed) , the switch is flipped again allowing for alternative animation.

I apologize if my answer is a bit confusing or if it's not what you're in need of.

thanks, this is exactly what i've thought about but i'm going to have to simplify things a bit first i think.

13
what i want is that when the player moves with the directional arrows it should be possible to hit, for example the A button, and still move the character while the attack animation is showing and not the normal movement animation. also i want the complete attack animation to finish before it's cancelled, always, except if the player hits certain buttons. right now nothing i try is working, here is some code:

Code: [Select]
KeyInputObject.KeyInputHandling(FlxG.keys.UP, FlxG.keys.RIGHT, FlxG.keys.DOWN, FlxG.keys.LEFT, FlxG.keys.A);

this.velocity.x = KeyInputObject.xspeed;
this.velocity.y = KeyInputObject.yspeed;

   
    if (KeyInputObject.PlayUntilFinished == false)
{
   
play(KeyInputObject.Animation);
}

if (KeyInputObject.PlayUntilFinished == true)
{
play(KeyInputObject.Animation);
if (this.finished == true)
  {
  KeyInputObject.PlayUntilFinished = false;
  }
}


Code: [Select]

public function KeyInputHandling(UpArrowPressed:Boolean, RightArrowPressed:Boolean, DownArrowPressed:Boolean, LeftArrowPressed:Boolean, AButtonPressed:Boolean):void
{
NothingPressed = false;
UseFlamer = false;
if (!UpArrowPressed && !RightArrowPressed && !DownArrowPressed && !LeftArrowPressed && !AButtonPressed)
{
  NothingPressed = true;
  yspeed = 0;
  xspeed = 0;
if (this.facing == 1)
{
Animation = "idleup";
}
if (this.facing == 2)
{
Animation = "idleright";
}
if (this.facing == 3)
{
Animation = "idleright";
}
if (this.facing == 4)
{
Animation = "downwardrightidle";
}if (this.facing == 5)
{
Animation = "idlefront";
}
if (this.facing == 6)
{
Animation = "downwardleftidle";
}
if (this.facing == 7)
{
Animation = "idleleft";
}
if (this.facing == 8)
{
Animation = "downwardrightidle";
}
}



if (UpArrowPressed && !RightArrowPressed && !DownArrowPressed && !LeftArrowPressed && !AButtonPressed)
{
  yspeed = -200;
  facing = 1;
  xspeed = 0;
UseFlamer = false;
}
if (UpArrowPressed && RightArrowPressed && !DownArrowPressed && !LeftArrowPressed && !AButtonPressed)
{
 
  xspeed = 200;
  facing = 2;
  yspeed = -200;
  UseFlamer = false;
 
 
}

if (!UpArrowPressed && RightArrowPressed && !DownArrowPressed && !LeftArrowPressed && !AButtonPressed)
{
  Animation = "runright";
  xspeed = 300;
  facing = 3;
  yspeed = 0;
  UseFlamer = false;
}
if (!UpArrowPressed && RightArrowPressed && DownArrowPressed && !LeftArrowPressed && !AButtonPressed)
{
  xspeed = 200;
  facing = 4;
  yspeed = 200;
  UseFlamer = false;
  Animation = "rundownwardright";
 
 
}
if (!UpArrowPressed && !RightArrowPressed && DownArrowPressed && !LeftArrowPressed && !AButtonPressed)
{
   Animation = "runfront";
  yspeed = 300;
  facing = 5;
  xspeed = 0;
  UseFlamer = false;
}
if (!UpArrowPressed && !RightArrowPressed && DownArrowPressed && LeftArrowPressed && !AButtonPressed)
{
  xspeed = -200;
  facing = 6;
  yspeed = 200;
  UseFlamer = false;
  Animation = "rundownwardleft";
 
 
}
if (!UpArrowPressed && !RightArrowPressed && !DownArrowPressed && LeftArrowPressed && !AButtonPressed)
{
  Animation = "runleft";
  xspeed = -300;
  facing = 7;
  yspeed = 0;
  UseFlamer = false;
 
 
}

if (UpArrowPressed && !RightArrowPressed && !DownArrowPressed && LeftArrowPressed && !AButtonPressed)
{
  xspeed = -200;
  facing = 8;
  yspeed = -200;
  UseFlamer = false;
 
 
}




if (!UpArrowPressed && !RightArrowPressed && !DownArrowPressed && !LeftArrowPressed && AButtonPressed)
{
  xspeed = 0;
  UseFlamer = true;
  yspeed = 0;
  Animation = "basicattackright";
      NumberofFrames = 2;
  PlayUntilFinished = true;

 
}

}
}

}

14
help / Black part of the screen
« on: Tue, Jun 19, 2012 »


what is that black part? i want to get rid of it!

15
actually i would like it to scroll a little bit and not jump all the way hmm..because it gets a bit too jittery

16
i would like to try a system where the camera doesn't scroll but rather hop to a new position when the player walks closely enough to the screen edge. how can i do this?

17
what's a document class? more specifically where should i write that code?

18
HI. I've got a problem getting the rumored debugging thing going, i'm using a swedish keyboard so i'm not sure that's why i can't press ~ to get it going.

19
help / Re: flamethrower collission box
« on: Thu, Jun 14, 2012 »
it's not but i've simplified the setup a bit now, this is the play.as file. I've made a specific class to handle all the possible Key input combinations, it contains just a long list of if statements. Either way, here is the update function of the player.as class:

Code: [Select]
override public function update():void
{

KeyInputObject.KeyInputHandling(FlxG.keys.UP, FlxG.keys.RIGHT, FlxG.keys.DOWN, FlxG.keys.LEFT, FlxG.keys.A);

this.velocity.x = KeyInputObject.xspeed;
this.velocity.y = KeyInputObject.yspeed;

 
play(KeyInputObject.Animation);

if (KeyInputObject.UseFlamer == true && FlamerNotUseable == false && GoIntoFirstLoop == true)
{
UpdateCounter = UpdateCounter + FlxG.elapsed;
if (UpdateCounter > 0.5)
{

   FlamerBounds.visible = true;
   
   FlamerBounds.active = true;

KeyInputObject.UseFlamer = false;
    UpdateCounter = 0;
GoIntoFirstLoop = false;
GoIntoSecondLoop = true;
   
}

/*KeyInputHandling();*/

}
   if (GoIntoSecondLoop == true)
   {
FlamerNotUseable = FlamerBounds.FlameTemplatePositioning(this.x, this.y);
if (FlamerNotUseable == false)
{
GoIntoSecondLoop = false;
GoIntoFirstLoop = true;
}
   }
/*if (FlamerNotUseable == true)
{
FlamerNotUseableTimer = FlamerNotUseableTimer + FlxG.elapsed;
FlamerBounds.FlameTemplatePositioning(this.x, this.y);
    }*/


}

The UpdateCounter is there because i want the player to be forced to press the A button for a longer time before the Flame comes out of the gun. This works well. This is the FlameTemplate class:

Code: [Select]
public function FlameTemplatePositioning(PlayerPositionX:Number, PlayerPositionY:Number):Boolean
{
this.x = PlayerPositionX;
this.y = PlayerPositionY;
this.play("flamefront");
if (finished == true)
{
   this.active = false;
this.visible = false;

   
return false;

}
return true;
}


If i execute this code and press the a button i'll get a flame animation playing over and over again that moves with the player when he moves. what i want the program to go into the if statement in the second code window i've posted and when it's in this if statement it will deactivate the flametemplate object and make it invisible so that the flame dissapears. The problem is that when i have _curIndex == 5 in the if statement i can't shoot another flame. On the other hand if i have the finished statement as in the code above, i get the behaviour i have now. so i'm a bit confused at the moment.

20
help / Re: flamethrower collission box
« on: Thu, Jun 14, 2012 »
i don't get why i can't do what i'm doing, ie just shut off the update function when the animation is finished (when _curIndex = 5) and then activate it again when the player pushes the A-Button (which activates the flame weapon).

Pages: [1] 2 3 ... 11