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Messages - Kramer

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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 / Re: Big Business Man
« on: Wed, Apr 16, 2014 »
Its vanilla flixel, I had plunked down the $250 for a flashbuilder license a couple years ago so was able to do it cross platform

3
games / Re: Big Business Man
« on: Sat, Mar 22, 2014 »
Can now download it for your mobile

Heres some links:
Android - will need a more recent android phone though
Apple
BlackBerry 10


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games / Re: Penguin! My first game.
« on: Thu, Mar 6, 2014 »
nice game :)

I am reminded of 'n' and Super Meat Boy.

I like your penguin sprite

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

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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?

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help / Re: Simple Gapless Audio Fix for Flixel
« on: Tue, Oct 22, 2013 »
Thanks paala, this works flawlessly.

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help / Re: Simple Gapless Audio Fix for Flixel
« on: Tue, Oct 22, 2013 »
Got it. My game is a long time in development now, but I am only just now putting effort into the music side of things. So, I guess this method works because it avoids encoding to MP3 altogether... When I tried this yesterday, I was still encoding the wav to mp3 inside the swf and wasn't using embed properly.

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help / Re: Simple Gapless Audio Fix for Flixel
« on: Tue, Oct 22, 2013 »
Thanks, I will try this out tonight! Looks like I was missing a few details. Do I have to have a Flex project for this to work? Mine's an AS3 mobile project.

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help / Re: Simple Gapless Audio Fix for Flixel
« on: Tue, Oct 22, 2013 »
Hey paala, I tried that yesterday (with flash cs3) and had issues. I imported the song into the library then added some code to make it loop in the first frame, then exported the swf. Now I cant use that interchangeably with the embed feature in actionscript with flixel. Can you tell me what I missed? I would really appreciate it since I dont think I did this correctly.

Also, when playing that CS3 exported swf just standalone in the browser, I noticed the song playback is as good as the playback you get after processing an mp3 through the mp3loops tool... some songs work great, but the same few songs still have the "pop".

Also, looks like the solution I outlined doesn't work properly for mobile... so its back to the drawing board for me.

11
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.

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games / Re: aBlockalypse (Now)
« on: Sun, Oct 6, 2013 »
Its past Tuesday... where's the game? I want to play it. :P

13
Thanks for writing that article. It was a sobering read as a fellow small game developer, but I appreciate you documenting your experience.

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help / Re: Gapless Audio Looping
« on: Wed, Jun 12, 2013 »
Hey thanks Argon

This is great timing since I am effectively done all the level programming I was working on and was about to start working on finishing off the music  :). I will definitely check this out over the next few weeks or so.

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help / Re: FlxSave = overly complicated?!
« on: Tue, Jun 11, 2013 »
Thank you Dmeville, your explanation was very easy to understand and helped me a lot.

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releases / Re: How to smooth framerate in Flixel 2.5
« on: Sun, Jun 2, 2013 »
I have some levels that are currently getting around 47fps, and others that get 60.

I believe this change is great if you can get your levels all working at the same FPS, but in my case applying this fix will cause the slower FPS levels to also play slower. Not using this fix keeps levels that have a lower frame rate to still play at the same pace as the higher frame rate levels... But it sure is a heck of a lot smoother using this fix, so I'm going to try my best to squeeze out 60fps on all my levels, that way I can for sure use this fix :p

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chat / Re: More advanced collision code for Flixel
« on: Thu, Feb 28, 2013 »
Really smoooth  8)
It looks good.

18
Congrats on making the front page of Reddit  8)

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chat / Re: Online Gaming : HTML5 ?
« on: Tue, Feb 5, 2013 »
Do you really think the company that has managed to get a copy of Adobe Reader on every PC in the universe hasn't made plans to ensure 99% penetration of flash in one form or another? :) (ie Air, and their FB feature that allows you to port it to iOS)

I would love to learn HTML5, but when I set out to create a retro game back in 2011, AS3 was the best option for me to learn hands down thanks to engines like Flixel and the support community. I think Flash is still awesome depending on the application, such as a retro game. We will see what the future holds for it.

20
I was able to plug the leak,

Inside FlxSound.as look for the following functions and add the line noted below:

Quote from: Edit FlxSound.as to fix FlxG.Play() Memory Leak
      public function loadEmbedded(EmbeddedSound:Class, Looped:Boolean=false, AutoDestroy:Boolean=false):FlxSound
      {
         stop();
         createSound();
         _sound = new EmbeddedSound();
         //NOTE: can't pull ID3 info from embedded sound currently
         _looped = Looped;
         updateTransform();
         exists = true;
         autoDestroy = AutoDestroy; <--- add this
         return this;
      }

      public function loadStream(SoundURL:String, Looped:Boolean=false, AutoDestroy:Boolean=false):FlxSound
      {
         stop();
         createSound();
         _sound = new Sound();
         _sound.addEventListener(Event.ID3, gotID3);
         _sound.load(new URLRequest(SoundURL));
         _looped = Looped;
         updateTransform();
         exists = true;
         autoDestroy = AutoDestroy; <--- add this
         return this;
      }

So I have confirmed that this fixes the memory from leaking into infinity. It looks like AutoDestroy was not being utilized in those functions. I'm glad its fixed but memory consumption is still on the heavy side from playing sounds and a lot gets accumulated between garbage collections...

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