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Messages - werem

Pages: 1 2 3 [4]
61
help / Collision Groups
« on: Wed, Apr 14, 2010 »
I have a scenario, with tiles, the hero and rain. And I need the following:

a. The hero collides with the terrain(tilemap)
b. The rain collides with the terrain(tilemap)
c. but: the hero DOES NOT collides with rain.


I don't fully understand how the FlxGroups work. Can anyone drop me a line with this?

Thanks!

62
help / Re: onFloor not working
« on: Wed, Apr 14, 2010 »
This does the trick

Code: [Select]
public override function update():void
{
if(onFloor)
{
trace("killing");
visible = false;
exists = false;
active = false;
}
super.update();
}

63
help / onFloor not working
« on: Wed, Apr 14, 2010 »
I extend FlxEmitter in order to emit custom FlxSprites, so I can add some behaviour to them.

In the update function, I put some code in order to recycle the particle(a raindrop) when hits the ground, but for some reason the onFloor property is not working

This is what I'm doing

Code: [Select]
               public override function update():void
{
super.update();
if(onFloor)
{
trace("killing");
visible = false;
exists = false;
active = false;
}
}

Any ideas? I override the hitGround method in order to test if the onFloor property is setted properly, and yes, it's being setter properly

Code: [Select]
public override function hitBottom(Contact:FlxObject,Velocity:Number):void
{
onFloor = true;
if(!fixed)
velocity.y = Velocity;
}

Thanks!

64
I need to know if an object colides with any other object. It's for raindrops. When they collides, I need to display a "splash" animation and recycle the object. Is that possible?

Thanks in advance.

65
help / FlxEmitter particle recycle on colides
« on: Tue, Apr 13, 2010 »
How can be set that when a particle born from an emitter recycles on colides? Also, display an animation in the colision point(like a bullet hitting a wall).

66
help / Re: Pixel Bender filters...
« on: Tue, Apr 13, 2010 »
Is the fog/mist part of the shader? or it's a 50% alpha bitmap?

67
help / Inverse Kinematics It's possible?
« on: Tue, Apr 13, 2010 »
Some body knows some resources for this?

68
help / Re: Avoid collision with the borders of the map
« on: Mon, Apr 12, 2010 »
This issue is solved with v2.23

69
help / Avoid reset input on state change
« on: Sat, Apr 10, 2010 »
How do I avoid resetting input when the state changes to another?

70
help / Avoid collision with the borders of the map
« on: Sat, Apr 10, 2010 »
I'm using the "Collisions Demo" and I just realized that the player seems to be constrained to the map. Even if the map has no walls.

Is that possible? I'm checking that if the player goes out of the screen switch level(like in "out of this world").


71
help / Add a shader to a state
« on: Wed, Mar 31, 2010 »
What's the best way to put a pixelbender-custom-filter to a state?

Thanks in advance.

72
I was hoping something more like "addChild" like the MovieClip class. But this will to the trick for sure. Thanks!

73
I have a character(FlxSprite) and a hat(FlxSprite). Can I make that the player wear the hat and make the hat responds to the behavior of the player?(gravity, collision).

Thanks!

74
help / Re: get a snapshot of a tilemap(like draw)
« on: Sun, Feb 28, 2010 »
What is in the screen, but just the map. I need to do some calculations over the map, not over the rest of the elements in the screen(enemy's, player avatar, loot, etc must be excluded from the effect). So I can't do something like draw(screen).

It's like using layers. I need the map in one layer and raster it for a post processing effect.

75
help / get a snapshot of a tilemap(like draw)
« on: Sat, Feb 27, 2010 »
I need to get a snapshot of a tilemap. Jut like the function "draw" with a FlxSprite but I don't know how. Any ideas? Is for a postProcess filter. But just for a layer.

Thanks!

76
Thanks photonstorm,

I have a state where the tilemap is created, I've tryed to not add the tilemap to the "state". Of course, it doesn´t display, but the collisions doesn't work. how can I achieve that?

Thanks!

77
help / How to create maps with different sized tiles?
« on: Thu, Feb 25, 2010 »
I need to create some special kind of maps.

*- It must have tiles of different sizes and types(one sided collision blocks)
*- It must have multiple layers

There is a tool that can use to avoid make all of this by code? Mappy is great but doesn`t seems to handle different sized tiles or layers.

Is the TileMap class usefull for this or I must consider implement a custom class for this?

Thanks in advance.

78
help / flixel in Flash Builder 4 Beta 2, no text
« on: Thu, Feb 25, 2010 »
I have Flash Builder 4 Beta 2(you can have it beyond the 60 days tryal if you ask for a serial to Adobe)

The problem is that all the text seems to stop working. Anyone have the same problem?

79
Is there a way to override the tilemap generated with "loadMap"? I need to use a single 320x240 background image but use the collisions of the tiles.

Is there a better way of use several kind of platforms using some cool method for level generation?

It's VERY important for me to be able to edit the bitmap data of the background.


Thanks en advance.

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