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Messages - zoorroo4

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games / Re: Penguin! My first game.
« on: Fri, Mar 7, 2014 »
Thanks you. 'n' and super meat boy was totally what i was going for :)

games / Penguin! My first game.
« on: Tue, Feb 18, 2014 »
I've just finished my first flashgame. It's called Penguin!, and it's about a penguin.

Play it here. And yes, it's supposed to be hard.

help / Box2d Debug draw.
« on: Sat, Jan 25, 2014 »
I have a problem with the debug draw in flixel. I have added the sprite for the debug draw in my main class like this,

Code: [Select]
                private function addedToStage(e:Event):void
removeEventListener(Event.ADDED_TO_STAGE, addedToStage);

DEBUG_SPRITE = new Sprite();
DEBUG_SPRITE.visible = false;


The debug drawing shows up and is drawn, but with one problem. When the flixel camera moves, the debug sprite moves aswell which is an unwanted sideeffect, i've tried to locate where in the flixel camera updating code this happens but without luck, anyone got any tips for what to do? I've also tried setting the position of the sprite to zero in the update method.

help / Re: DAME - a new map editor made using flixel!
« on: Mon, Feb 25, 2013 »
Iīm trying to make a custom exporter.

How do i get paths that is attached to sprites?
I can check if a path has an attached sprite. But i cant get a hold of that sprite to check the class name and properties of it. How do i do that?

help / Trying to use the flxpreloader.. [SOLVED]
« on: Sun, Jan 13, 2013 »
Solved the problem

help / Flixel saving
« on: Fri, Dec 21, 2012 »
For my project i need to save one array with strings and one number for the total of levels cleared. I donīt quite understand how i would do that.

Can i just add anything to the data parameter in the FlxSave?
Something like
Code: [Select]
save = new FlxSave();
save.bind("mySave"); = 12; = new Array();"A");

Does these items that iīm calling clearedLevels and levelGrades magically exist inside the data object or what?

One other thing i wonder is how i make a button inactive so that the color of it doesīnt change when the mouse goes over it. I got these buttons that are supposed to be disabled. But even though i set the onUp and onOver etc to null and set "on" to false it still changes color when mouse goes over. I tried setting active to false but then the text label disappeared. Any1 got an easy fix for this?

help / Re: Making a tilebased object.
« on: Wed, Dec 12, 2012 »
Ah, thatīs definetly an option.
But ive been thinking a lot about it and i think iīm just gonna make like three or four different sprites.
I think that will be most easy on the memory.

help / Making a tilebased object.
« on: Sun, Dec 9, 2012 »
How can i create an object that loads tiles from a tilesheet.
Basicly i want to create moving platforms, that part is done.
The only issue is the graphics. Iīm passing in different size.
How would i do something like that?

Pass it an anonymous function.

Code: [Select]
FlxG.fade(0xff000000, 1, function():void { DoSomething("Now", 1); });

Ah yes thatīs it. Thanks Auriplane, youīre great!

help / Re: Flash develop and right click
« on: Sun, Dec 9, 2012 »

Now... what does this mean for ppl running an older version flash than 11.5? Will right clicking just open the context menu as usual and all the parts of the game related to it be inaccessible? That would be kind of a downer.. :/

Im not sure. It's either that or they cant run it at all.

Sort of hard to explain but when you call FlxG.Fade or other functions where you can add a function as a parameter, is it possible to add parameters to that function?

Code: [Select]
FlxG.fade(0xff000000, 1, DoSomething("Now", 1));
Doesīnt work for me, is there some special syntax or is it just impossible?

help / Re: Flash develop and right click
« on: Sun, Dec 9, 2012 »
Was trying to get this working as well.. But unfortunately, whenever I target a flash player version higher than 11.1, it just errors "Build failed" immediately without even compiling. Any ideas?

What does the output log say?

Yeah i guess thatīs true.

Alright. Right now i have one baselevel and then every level inherits that one. The amount of repeated code is pretty low. I think this is gonna work pretty good. Basicly the only difference between the levels is the tilemap thatīs loaded, the players position, enemies and the goal.

help / Easiest way to have a game with many levels?
« on: Fri, Dec 7, 2012 »
Whatīs the best way to implement something like that? Should i keep an array of state-classes somewhere? And when one level is complete switch to the next or?

help / Re: Tweening camera with TweenLite?
« on: Wed, Dec 5, 2012 »
Are you sure you use global camera? Maybe you created a custom one. Happened with me when I started with multiple cameras. Or maybe scrollfactor of your tilemap is other than 1?

Other than that FlxCamera.scroll should represents cameras position in the world.

I donīt think iīve created a custom one. All iīm using is the No multiple cameras either. And the scrollfactor should be 1 by default right? Iīm pretty sure i haveīnt tinkered with that.

help / Re: Dynamic collision area in flixel 2.55?
« on: Tue, Dec 4, 2012 »
If you had read my post youīd know that finding where the worldbounds were wasīnt the problem.

help / Re: Tweening camera with TweenLite?
« on: Tue, Dec 4, 2012 »
Hmm how do i get the top left corner of the window in world space? I tought it was But it doesīnt seem to be correct..

help / Re: Tweening camera with TweenLite?
« on: Mon, Dec 3, 2012 »
Isn't making it look "smooth" the whole reason why you'd use TweenLite?

Well yeah but the problem isīnt tweenlite itīs what numbers to tween to.

Make an invisible object.  Follow that.  Tween its location to the player's.

Thatīs a really smart solution!

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