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Messages - Leebo

Pages: [1] 2 3 ... 9
1
games / Re: One Game a Day
« on: Sat, Jul 27, 2013 »
If I was any good at using Flixel, I'd be happy to try out something new, but we can see how that's going  :)

2
games / Re: One Game a Day
« on: Sat, Jul 27, 2013 »
I'll probably stick with vanilla Flixel until after Ludum Dare then. I'm going to do One Game a Day at least until then, so it doesn't make sense to switch to another engine right before a game jam after getting in my groove with this one.

3
games / Re: One Game a Day
« on: Sat, Jul 27, 2013 »
Depending on the answer to these questions, I might move over sooner.

1) How well does HaxeFlixel handle mobile inputs, such as multitouch?
2) How well does HaxeFlixel handle controller input?

4
games / Re: One Game a Day
« on: Sat, Jul 27, 2013 »
Quote
Games should never need to make sense physically.

I think that's just a difference of opinion, or maybe just a difference of wording. To me, it would have betrayed my expectations for a box to flip like that, and that's why I did it. It was really as simple as that, and not to intentionally make the controls tougher.

Quote
I guess what I really wanted to say with that - a good game doesn't need any instructions in text form. There might be some icons pointing you in a certain direction, but no walls of text. Take the day 1 game for example - do you really need to know anything but the controls, which are mouse-based? And you'll absolutely figure that out by yourself, because you start the game holding the mouse because you need to press the button.

Sure, I agree with that. The problem with making a game in a few hours is that it's just so much easier to dump the instructions before the game, since integrating instructions smoothly into play takes a lot of extra work and playtesting. But yes, I see what you're saying.

Quote
That's some extremely helpful feedback actually, thanks! Yeah, we're lacking some good documentation. I'll keep this in mind, I might write an article on how to switch from flixel AS3 2.55 to Haxe and HaxeFlixel.
Things have been getting a bit better lately, with the redesign of the homepage and the new wiki. Reading the "HaxeFlixel introduction" should get you started, especially the last page of it, "AS3 & Haxe comparison". Since both languages are so similar, that should cover most things you need to know! If anything, the Haxe syntax is easier to understand - I love the for loops in Haxe, you can just do things like for (member in array) {}.

This article "From AS3 to Haxe" might also be helpful in case you want to make the transition. In general, google is your friend!

I was actually talking in a more technical sense I guess. Like, I couldn't even get the damn thing to compile and the whole "using command prompt to generate projects" was foreign to me, but the HaxeFlixel documentation made it sound normal.

I'm certain I could have tried harder, it's just that vanilla Flixel is soooooooooooooo easy. Also, I have never made something yet that required cross-platform, so that also contributed. I'm sure I'll investigate harder at some point.

5
games / Re: One Game a Day
« on: Fri, Jul 26, 2013 »
Day 4's game is up.

I think it's much better than the first 3.

6
games / Re: One Game a Day
« on: Fri, Jul 26, 2013 »
Thanks for the feedback...

Quote
On day one, everything starts out way too slowly - so slow that it's not fun to play and I decided to quit because it didn't seem like it's worth it to wait till things become interesting. For a good while, nothing happened and I thought it was simply broken.

Really? It's only like 2 seconds before the first ball drops, I figured that was a necessary amount of time to get yourself oriented with the paddle.

Quote
I really liked the concept of the day 2 game. However - controls suck. Why don't you allow the player to rotate the cube when he's not in the air? Also, you should have allowed to press a key for switching to a specific color right away (1-4 mabye). These two things make the game too slow-paced to be fun anymore.

Regarding not rotating in when on the ground... because it didn't make sense to me? It just seemed like physically it didn't make sense to let it rotate on the ground. Oh, and the only time you'd ever be able to rotate on the ground and not die is from the very first jump of each game. After that, you don't need to return there really, so yeah, that also contributed to me not seeing why you'd need to rotate on the ground. Rotating with the quick controls is an interesting idea, but since it doesn't correspond to anything tangible (as opposed to the A and D buttons rotating you clockwise and counterclockwise), it might just make things more difficult.

Quote
The day 3 game has a fairly interesting concept as well. However, it seems a bit too slow-paced for my taste again - the robot you control moves too slowly as well as those little guys.

His slowness is kind of the point. I think it would be way easier if you could move as fast as the other robots.

Quote
Btw, in general, it's extremely annoying that you have to pick up your mouse to press the retry button. Just allow the player to press a key to continue, like space or r! Nothing is more annoying and breaks the flow of a game like this.

Good point, I'll add that.

Quote
Instructions are superfluous. I didn't read any of them, just no fun to read instructions in a game. I prefer to figure everything out myself! Plus, the concept of these games are simple enough to understand just via learning by doing.

Well, I guess that makes things interesting for you, but I think it would be unfair to not offer any explanation at all. They're there if people want to read them.

Quote
Btw, you should've used HaxeFlixel instead!

I've tried to get started with HaxeFlixel once or twice, and no one seems to offer tutorials that start from "I don't know anything about Haxe". Everything I've seen assumes you already understand Haxe. Which I don't. So it's kind of 5 steps ahead of my knowledge, and I just go back to using vanilla Flixel which I can just jump into in 5 seconds.

7
chat / Re: OUYA and Flixel-Gdx
« on: Fri, Jul 26, 2013 »
Hmm, I've been looking into making an Ouya game with Flixel and AIR, but I hate AIR's controller scheme. If you get the controller plugin working, I'd have to check this out.

8
games / One Game a Day
« on: Fri, Jul 26, 2013 »
I started a project where I'm making one small game a day. I'm using Flixel.

http://www.kongregate.com/games/LeeboGames/one-game-a-day

WARNING: The games are not very good  :P

9
You can embed and play SWFs from Flixel states. I had to do that for sponsor splash screens. It's a bit of a pain in the but to get the timing right, but it can be done. I wouldn't worry about that too much, as long as you're just using the SWFs for cutscenes and not gameplay.

Here's an example with the Armor Games splash screen

Code: [Select]
package 
{
import org.flixel.*;
import com.as3.gpsapi.*;
import flash.ui.Mouse;
import flash.events.Event;
import flash.display.Loader;
import flash.media.SoundMixer;
import flash.system.ApplicationDomain;
import flash.system.LoaderContext;
import flash.events.MouseEvent;
import flash.net.*;

public class SponsorState extends FlxState
{
[Embed ( source = "assets/background.png" )] static public var bgGraphic:Class;
[Embed(source = "assets/ag_intro_2011.swf", mimeType = "application/octet-stream")] private var   SwfClass:Class;
private var movie:Loader;
private const SPONSOR_LOGO_FRAMES:uint = 223;
private var logoFramesRemaining:uint;
private var timer:int = 0;

public function SponsorState()
{
super();
}

It's a normal FlxState with the splash screen embedded

Code: [Select]

override public function create():void
{
FlxG.bgColor = 0xFF000000;
movie = new Loader();
var lc:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
movie.loadBytes(new SwfClass(), lc);
movie.contentLoaderInfo.addEventListener(Event.COMPLETE, contentsRetrieve);
Mouse.show();
Mouse.cursor = "button";
}

Then I load the SWF
      
Code: [Select]
override public function update():void
{
super.update();

if ( timer > 0 ) timer++;

if ( timer >= 30 )
{
Mouse.cursor = "auto";
FlxG.stage.removeEventListener(MouseEvent.CLICK, click );
FlxG.switchState( new IntroState() );
}
}

private function contentsRetrieve(e:Event):void
{
movie.x = 50;
movie.y = 40;
FlxG.stage.addChild( movie );
movie.addEventListener(Event.EXIT_FRAME, next);
logoFramesRemaining = SPONSOR_LOGO_FRAMES;
FlxG.stage.addEventListener(MouseEvent.CLICK, click);
}

private function next(e:Event):void
{
logoFramesRemaining--;

if ( logoFramesRemaining <= 0 )
{
movie.removeEventListener(Event.ENTER_FRAME, next);
FlxG.stage.removeChild( movie );
SoundMixer.stopAll();
movie.unload();
timer++;
}
}

private function click(e:*):void
{
var homeLink:URLRequest = new URLRequest("http://armor.ag/MoreGames");
navigateToURL(homeLink);
}
}

}

And then some various stuff to handle the timing and moving to the next FlxState

10
help / Re: Flixel Power Tools
« on: Fri, Jul 26, 2013 »
These kinds of problems are hard to solve without code examples. Post the classes in question.

11
help / Re: Multiple touch points
« on: Fri, Jun 21, 2013 »
I am now more awake and it's clearer what I have to do now, thanks.

Then it's just a matter of getting on my mobile device!

12
help / Re: questions about flixel before i download
« on: Thu, Jun 20, 2013 »
Well, he didn't say he wanted to use vector art. The art style isn't what makes BOI a top down random dungeon crawler.

13
help / Re: Multiple touch points
« on: Thu, Jun 20, 2013 »
Thanks. Maybe, I'm just a bit fried right now, but it's kind of impenetrable to me at the moment.

I was eager to look at the code for the thing you posted, but it's not standard Flixel, right?

Like, it refers to FlxG.mouse.activePointers, which, as far as I know, is not something I can do in standard Flixel.

14
help / Re: sprite frame
« on: Wed, Jun 19, 2013 »
You want to use animations.

In your player class, add animations like this.

Code: [Select]
addAnimation("animation1", [ 0, 1, 2, 3 ], 10, true);
and then when you want to play the animation, you'd use

Code: [Select]
player.play("animation1");
and that animation will loop the first 4 frames of your sprite sheet at 10 frames per second

15
help / Multiple touch points
« on: Wed, Jun 19, 2013 »
This isn't Flixel specific, but I figured I'd ask here. I'm trying to make a simple multiplayer game for mobile and I want both players to be able to touch the screen and drag objects around.

How does that work in AS3?

When I want to code something to be dragged now, it's easy to just have the object's coordinates equal the mouse's coordinates with an offset for where on the object the initial click occurred.

I honestly haven't tested this on mobile yet, but my guess is that if you did the same thing and touched in two places at the same time you'd have a situation where the second touch wouldn't be recognized.

I'm completely ignorant here, so break it down for me even if it's something stupidly obvious. Every time I try to search for this stuff I always hit roadblocks of people talking about gestures and stuff.

16
games / Ludum Dare 26
« on: Sun, Apr 28, 2013 »
Just finished up my Ludum Dare game, made with Flixel of course.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13975

17
help / Re: Storing variables in other classes
« on: Tue, Apr 23, 2013 »
A good rule of thumb for optimization... don't optimize unless performance is suffering. Or you'll go crazy.

Also, expect that when you're learning, you're going to constantly realize that there were slightly cleaner or tighter ways of doing things that you used to use more lines of code to do. But as long as it's not causing any problems, there's no reason to worry about it. Just pick those things up through experience and use them in the future.

18
help / Re: Storing variables in other classes
« on: Tue, Apr 23, 2013 »
You could make these variables static.

So, like, "public static variable" at the beginning before you define it. Then you can reference it or change it without a specific instance of your PlayState to refer to.

This is probably not the cleanest way to do things, but that's how it can be done.

19
help / Re: Tile Editors and Flash Dev
« on: Tue, Apr 23, 2013 »
You can have multiple tilemaps at the same time. For instance, you can have one for the background and one for the collision area, and have the background move in parallax.

20
games / Re: Fatman - first game in flixel
« on: Sat, Apr 20, 2013 »
It could go on the title screen somewhere.

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