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Messages - photonstorm

Pages: 1 2 3 [4] 5 6 ... 75
61
help / Re: FlxEmitter Flixel Logo
« on: Mon, Dec 5, 2011 »
What does your Exhaust class extend? In this case it should only really be an FlxGroup, in which case are you over-riding the update?

62
help / Re: Flash Game Dev Tips
« on: Thu, Dec 1, 2011 »
When you want to do some house-keeping, i.e. the class has maybe created its own local bitmapDatas that need nuking, or event listeners, etc.

63
help / Re: Added reload feature for FlxWeapon.
« on: Thu, Dec 1, 2011 »
Nice :)

You should have taken advantage of the vars I set-up for this already, but never coded in!

Code: [Select]

private var currentMagazine:uint;
//private var currentBullet:uint;
private var magazineCount:uint;
private var bulletsPerMagazine:uint;
private var magazineSwapDelay:uint;
private var magazineSwapCallback:Function;
private var magazineSwapSound:FlxSound;

64
help / Re: Flash Game Dev Tips
« on: Thu, Dec 1, 2011 »
I just do it as standard because for nearly everything I build my update/destroy methods are far more complex than the above. You don't technically need them in this specific example.

65
help / Re: Flash Game Dev Tips
« on: Wed, Nov 30, 2011 »

67
help / Re: Flixel and Minimalcomps
« on: Wed, Nov 30, 2011 »
There's no easy way to do this. You could easily insert the Sprite that contains your minimal comps BELOW the flixel game sprite (well, the camera sprite technically) but you'd have to hack around to get it to receive mouse events and the entire game would appear above it. You could render the minimal comps sprite to a bitmap and use that data to create an FlxSprite directly in-game, but if you use a component that needs mouse input (like nearly all of them do) that wouldn't work.

In short I see no easy way I'm afraid.

68
help / Re: Collectable particles? (for coins and so)
« on: Tue, Nov 29, 2011 »
I've got a sample project here that does just this. I'll post it up for you tomorrow.

69
help / Re: Can't you compare two FlxPoints?!
« on: Tue, Nov 29, 2011 »
Do you absolutely have to use an FlxPoint? Personally I've never really understood why it even exists, as opposed to just using the Point class. If you can use Point instead you have the super handy: Point.equals(otherPoint) and lots of other useful methods too.

70
help / Re: photonStorm Tutorial- Enemy Problem
« on: Mon, Nov 28, 2011 »
super() means "call the constructor" of the class this class inherits from. In your case Cat extends FlxSprite. So the constructor for FlxSprite uses x,y values, so super() here is just passing them across really. If your sprites are x2 the width and height then have you made sure they're being positioned 32 pixels up from the tiles? For example in the tutorial a cat placed at Y 10 would now need to be at Y 9 in order to work.

71
help / Re: Cat Collision Move Problem
« on: Mon, Nov 28, 2011 »
I love the way you solved your entire post by fixing the tile dimensions :)

72
Interesting - post up a SWF somewhere maybe? Something that visually displays the results of those values and see if it breaks for other people too.

73
help / Re: Xbox360 GamePad support?
« on: Tue, Nov 22, 2011 »
You can't without some 3rd party app. I'd just wait until Adobe release their official gamepad API. The headers were in FP11 so hopefully we'll see it enabled in FP 11.2 (I've got the beta just not bothered testing yet)

74
help / Re: Animating in Flixel outside of Sprite Sheets
« on: Sun, Nov 20, 2011 »
If all of your graphics are created like this, then I would say simply don't use Flixel. Code it in straight AS3 instead.

75
help / Re: Finding an object based on his name string.
« on: Sat, Nov 19, 2011 »
Array's are numerically indexed. So in your case:

yourArray[0] = a&1
yourArray[1] = b&2

76
help / Re: Large Bitmaps
« on: Tue, Nov 15, 2011 »
Memory: Depends how large the bitmap is. Technically it won't take up any more memory OR load-time being one single bitmap than it would split into 10 smaller bitmaps, unless those bitmaps are being generated at run-time (like a tile map). If anything I'd expect AS3 to be able to deal with it a bit faster (one single block of data in memory, one reference, etc) although we're talking such tiny values I doubt they'd even benchmark.

I agree it's worth finding a better solution sometimes, but unless the bitmap is insanely huge and can't be constructed from tiles then the only real benefit is being able to target FP10 or less.

77
help / Re: Large Bitmaps
« on: Sun, Nov 13, 2011 »
You could always target Flash Player 11. There's no bitmap size limit AT ALL in FP11. Depends when you need to release your game.

78
help / Re: A FlashDevelop question.
« on: Sun, Nov 13, 2011 »
You could always create 2 FD projects (just call one "My Game Release" and "My Game Debug") and then just have different post-ops in them :)

79
Good luck. Post your swf when it's done. I love Qix games! :)

80
help / Re: A FlashDevelop question.
« on: Fri, Nov 11, 2011 »
You want to look at using Ant scripts.

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