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games / Re: [RELEASED] Medieval Gundpowder
« on: Sat, Oct 16, 2010 »
Quite a polished game.

games / Re: To the bride bouque-et
« on: Sat, Oct 16, 2010 »
The art in this game is delicious.

It ran really fast on my computer, but once I knew what was going on it started to become fun.

Good work.

help / Thoughts on never really killing objects
« on: Fri, Oct 15, 2010 »
Hi everyone,

I'm making a SHMUP, and I'd like to know your thoughts on Flixel's way of "recycling" sprites.

I understand why you'd want to do it this way. At the beginning create everything you need, and recycle them, bringing them onto screen when you need them, and moving them away or setting exist to false when you don't.

My problem is that I prefer to generate random enemies on the fly. I would much to have them flushed from memory when they are killed and generate more when I need them.

My reason is that I have to create everything up front, and then keep track of everything. Whereas I'd prefer to just create and destroy as I please, randomly generating enemies.

I guess the path I'm headed is going to be create everything up front, then generate a random enemy based on which ones are not being used.

Is that an option in FlashPunk. I don't really want to switch, after having invested a lot of time into Flixel.


Really good idea.
I wanted to see the Slopes one in here. I got the impression it was added into the main version of Flixel. Not sure though, which is why it would be good to get some extra information.

This game is just fantastic. And it's not even finished yet.

Care to share your procedural cave generation code?

help / Re: Is flixel dead?
« on: Thu, Oct 14, 2010 »!/ADAMATOMIC
According to his twitter he's working on a new game for Semi Secret Software.

The thing about open source software is that it's not dead as long as there is a community. There's nothing stopping anyone from making more classes for Flixel.

As for the iphone version, I don't know. C# is too hard for me. Along with that $100 developer fee, it's not my interest.

games / Re: Rune Hunt [Released]
« on: Mon, Oct 11, 2010 »
Loving the art style and animations

help / Re: Spawning Enemies Error? (Using Mode Bots)
« on: Sun, Oct 10, 2010 »
i take it the commented out code is commented out because it's not working?

Other wise they may be spawning but on the edge of the screen.
var x: Number = FlxG.width;

try spawning an alien to (20,20). see if it appears.

And don't put comments like FAGGOT in your code.

help / Re: super(xPos,yPos); ERROR
« on: Sun, Oct 10, 2010 »
Try calling your constructor Alien rather than bot


Code: [Select]
public function Bot(xPos:int,yPos:int,Bullets:Array,Gibs:FlxEmitter,ThePlayer:Ship) //Was Player

Code: [Select]
public function Alien (xPos:int,yPos:int,Bullets:Array,Gibs:FlxEmitter,ThePlayer:Ship)

I absolutely adore the graphics!

help / Re: PowerUp!
« on: Thu, Oct 7, 2010 »
I can't debug the code quickly, but I can offer a tip that I use.

Use FlxG.log() to send variables to console. Press the tilda key (`) to see it.

So maybe try:
FlxG.log("Drop rate is : " + Drop_Rate);

help / Re: Explosions and animations.
« on: Thu, Oct 7, 2010 »
Your pixel sprites are so cool!

In the first part of the code, use an else if state so that it is exclusive.
The problem is that it is playing the shoot animation, then velocity is not equal to 0 so it plays the run animation.

help / Re: Wiimote API Integration
« on: Wed, Oct 6, 2010 »
I'm sure you could use glovepie to map button presses to keyboard keys.

help / Re: using 2 flxsprites "inside" one
« on: Tue, Oct 5, 2010 »
It should be as easy as making one FlxSprite the usual way (see Mode demo or any other demo with a player).

And then assign the other FlxSprite to the x and y values of the first.

If you have transparency on the png it should just overlap nicely.

This may not be the most programmatically efficient way of solving the problem.

releases / Mochi + Flx Cursor not working
« on: Tue, Oct 5, 2010 »
This is a known bug but I thought I'd post my work around.

If you are using a Mochi Leaderboard, the Flixel cursor doesn't seem to work with it. When the cursor is over the leaderboard, it disappears.

Instead of using:
Code: [Select];
Consider using the default Flash cursor.

Code: [Select]
import flash.ui.Mouse;;

You can see it in action on my game:

I just got all the Mochi services running.

Leaderboards an upfront ads work great!

Smash the highscores!

help / Re: Wall jumping
« on: Mon, Oct 4, 2010 »
A few things to try.

Use an else if. This will stop it from running both commands.

Try adding some logs. hit the tilda key to get the dev mode on.

Code: [Select]
//[player coding]
else if (canWallJump)
if (FlxG.keys.justPressed("A"))
acceleration.y = 450;   //Resets gravity (lowered while sliding)
velocity.y = - acceleration.y * 0.5;  //Player jumps up
if (onLeftWall) {  //Defined in the PlayState's update if colliding with the tiles on the left
velocity.x = maxVelocity.x;
FlxG.log("On left wall, jumped");

else if (onRightWall)
velocity.x = -maxVelocity.x;
FlxG.log("On right wall, jumped");

games / Re: Prelude: A Side Scrollin' Zombie Fort Game
« on: Sun, Oct 3, 2010 »
I'm going to agree.
There are A LOT of buttons to press.
I'll make a suggestion and say to cycle through different blocks you can build, maybe have one button to cycle through all of them.

This is now final, and the source code is available.
I've decided to release it as a Creative Commons license, so download and remix people.

games / Re: Prelude: A Side Scrollin' Zombie Fort Game
« on: Sat, Oct 2, 2010 »
I really think this is fantastic!
The atmosphere is perfect, it looks great, the pixel art style is super nice.
Good work, especially since it's a one person team. It's very hard to find a programmer/artist in one.

I'm a big fan.

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