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Messages - photonstorm

Pages: 1 [2] 3 4 ... 75
21
releases / MOVED: Escape From Melakka
« on: Sat, Apr 14, 2012 »
This topic has been moved to games.

http://forums.flixel.org/index.php?topic=6138.0

22
help / Re: Flixel Power Tools
« on: Thu, Apr 12, 2012 »
Over-ride its kill method and just kill the children as well. Or create a "disabled" method that tells the children to ignore mouse clicks. Or add it to the github wishlist and I'll add it into the final version of FPT :)

23
help / Re: Flixel Power Tools
« on: Wed, Apr 4, 2012 »
Hi all,

I'm putting together Flixel Power Tools 2.0 at the moment. So far I've got several fixes across the classes, a bunch of new tile map based stuff and integration of Flod 4.

This will be the last release of FPT that I'm responsible for (someone else is welcome to pick up the mantle and carry on!) so I'm going to ask here now - what are the top (SMALL!) features you would like to see added for version 2? Nothing ridiculous please (don't ask for Stage3D support for example). But if I feel the request is manageable enough, then I'll implement it.

So get your requests in now :)

24
help / Re: Flixel Power Tools
« on: Tue, Mar 27, 2012 »
Yeah pretty sure the problem is that the translation matrix values just get too big and can't cope any more. Not sure exactly what the limit is though, sorry - might be worth tracing out or something. It's the tx/ty values of the matrix. Could be that it exceeds the value of an integer maybe.

I think the solution would be to look for a "wrap point", i.e. rather than scroll infinitely (until it breaks!) you'd look to see if the translation values matched a seamless loop, and then reset them.

25
help / Re: Flixel Power Tools
« on: Mon, Feb 27, 2012 »
FlxText just creates an image file anyway, if you look at it you'll see it extends FlxSprite and the "text" is stored in the pixels value. So basically I'm pretty sure Glitch will just work out of the box with it.

26
help / Re: Is it possible to make movie clips with FD?
« on: Fri, Feb 17, 2012 »
No.

28
The code is fine, so I suspect something else is wrong outside of this class.

29
Try this:

Code: [Select]
tempData.setPixel32(this.x, this.y, 0xffff0000);
Uses the alpha channel to set a red pixel. See if that works first, then change the colour after.

30
You are probably missing super.update() from that.
Also if that doesn't work try setting the sprite to dirty after - EffectLayer.dirty = true

31
Copy pixels out to a temporary bitmapData, do your calls on it, then set it back again:

Code: [Select]
tempData = layer.pixels;
tempData.setPixel(magic here);
layer.pixels = tempData;

32
help / Re: Tilemap collision problem after level.width
« on: Tue, Jan 17, 2012 »
Sounds like your FlxG.worldBounds isn't set wide enough.

33
help / Re: Custom FlxWeapon not spawning bullets
« on: Sat, Jan 14, 2012 »
Zip your project up so I can open and just run it, then upload here or email to me. Can debug easier then.

34
FlxGroup is used for this, but the association is pretty loose to be honest.

35
Nope. Either stick them all together into a single sprite sheet, or use an FlxGroup that contains several sprites (a "standing" one, etc). Personally I'd try and combine them first.

36
help / Re: FlxVelocity.moveTowardsPoint
« on: Mon, Jan 9, 2012 »
You'd change the offset property of the sprite in question. Or if you need to keep that the center for some reason, you could modify the function to take a "topLeft" parameter, and then just modify the offset value accordingly.

37
help / Re: FlxVelocity.moveTowardsPoint
« on: Mon, Jan 9, 2012 »
As John has already said it uses the sprite origin, which is the center by default, but CAN be changed by you to whatever you need it to be (top left for example)

38
help / Re: Pixel Perfect Colliding with Power Tools
« on: Mon, Jan 9, 2012 »
It looks to me like you're trying to collide a sprite with a tile map, which won't work. Is that the case?

39
help / Re: Sprite "blending"?
« on: Wed, Jan 4, 2012 »
Use an FlxGroup for this depending on how the sprites need to be joined. If both sprites need to be used in collision detection, then I'd group them. If they are just related by object type, then I'd create a class in which I had 2 FlxSprites and allow the class to be responsible for keeping them together.

40
help / Re: Best way to [Embed] a boatload of files?
« on: Fri, Dec 30, 2011 »
I'd just create a class that has nothing but the embed calls in and just get it over with - sit there for 30mins, use "generate embed code" in FlashDevelop, and just embed the lot.

You can't use a for loop as it's a compile-time embed, not run-time. You could possibly stick all CSVs together into one single large text file and delimit them, but it's more hassle than it's worth imho. I'd just bite the bullet and get it done.

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