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Pages: 1 2 [3] 4 5 ... 19
41
help / Re: Embedded font is heavily anti-aliased
« on: Tue, May 29, 2012 »
There is a problem with multi line text and centering the alignment.
The only way I found to solve it was to use left or right align.

42
help / Re: Saving Game State
« on: Sat, May 19, 2012 »
Using FlxSave is a great way to do this.

From the Mode source code:

Code: [Select]
//Simple use of flixel save game object.
//Tracks number of times the game has been played.
var save:FlxSave = new FlxSave();
if(save.bind("Mode"))
{
if(save.data.plays == null)
save.data.plays = 0 as Number;
else
save.data.plays++;
FlxG.log("Number of plays: "+save.data.plays);
//save.erase();
save.close();
}

43
iOS / Re: flixel-iOS for native mac games?
« on: Wed, May 16, 2012 »
I have been working at my new job for a few months now, all I do is iOS development.  So I will try to look at flixel this summer, now that I have a much better understanding of Objective-C.  I already ported much of flixel to C# for Microsoft's XNA dev platform, I can't imagine it being any more difficult in iOS. My best guess as to why we all had trouble compiling flixel in iOS is lack of knowledge behind how Objective-C works, so as soon as I have some time I'll look at flixel-iOS and I'll update you guys on it.

 :)

That's awesome.
This community (for iOS) is starting to pick up some steam.

My specific problem was a lack of OpenGLes understanding, but yes, Objective C also.
I am under the impression that to get Flixel compiling for a Mac, we'd need to:

1. Change all imports of OpenGLes to OpenGL.
2. Change linked libraries to OpenGL
3. Find any calls to OpenGLes commands that aren't in OpenGL.
4. Compile.

This is based off what I've read, not experience.

44
iOS / Re: flixel-iOS for native mac games?
« on: Wed, May 16, 2012 »
At the same time games work great in the simulator...
So should be possible.

If you figure it out, you should post how you did it.

45
iOS / Re: Sound effects
« on: Wed, May 16, 2012 »
Using CAF's can make the file size pretty big.
It would be awesome to be able to used compressed Mp3s for sound effects.

46
iOS / Re: Sound effects
« on: Tue, May 15, 2012 »
I don't know for sure, but I believe OpenAL is better performance wise for sounds. You can play multiple sounds at once.

Are you having problems with OpenAL.

There is a line that sets the freq to 22150 that needs to be taken out for it to work.

47
iOS / Re: Canabalt's HUD class
« on: Thu, May 10, 2012 »
It's great to see someone new posting here in the forums.

I'm not 100% sure what each line does.

I understand what vertices and UVs are from 3D packages, but I'm not sure if it applies to OpenGLes.

You could achieve the same effect with FlxText, but as you said, it was done this way for optimisation.

48
iOS / Re: Retina / high res textures
« on: Thu, May 10, 2012 »
Should be easy to do. Canabalt has two sets of textures, one for iPhone and one for iPad. Shouldn't be too hard to make one for retina, and add it to the if statement where it loads the textures.

49
Axel looks great.
I'm going to look into more after I knock out Super Lemonade Factory for AIR with the current Flixel version.

50
What I find interesting is that the iPhone version of Flixel is built from openGLes.

I guess the thing is Flash is installed mostly everywhere. Would an OpenGL version of Flixel be blisteringly fast, consider it renders 3D objects fast, surely it would just blaze through some 2D planes with textures.

Maybe this already exists. To Google!

51
Don't delete it, just recycle it or move it to the front of the queue.

52
This looks great. Ran into this problem a few times.

The thing I don't like about FlxSave is that you lose everything if you clear your browser cache.

53
help / Re: Slowmotion player excluded
« on: Wed, May 2, 2012 »
Can noone help me?

It's not a simple thing to do.

The current Flixel slo motion (FlxG.timeScale) is a global thing.

Good luck.

54
The first game I made tried to do this.

http://initialscommand.com/bmx

I've come a long way in making games since making that one, so be warned, the code is a mess.

55
help / Re: Using Tiled Map Editor
« on: Sun, Apr 29, 2012 »
I set Tiled to use CSV format internally, then I grab the individual layers from that.  CSV is less verbose, so the file size is a lot smaller, and it takes a lot less time to save.  (If you use a large map, XML gets way too big.)

That's a really good tip.

I've been wondering how to attack this whole Tiled thing for iOS, but this might be the way to go considering iOS has pretty severe limits compared to personal computers.

56
help / Re: Using Tiled Map Editor
« on: Sun, Apr 29, 2012 »
Tiled is awesome.
I am about to move over from Ogmo (sorry Ogmo, I love you but I have to move on).

This tmx parser is an awesome start. Hoping to move it over to iOS.

57
Set up debug buttons, such as numpad buttons to increase and decrease the values you are adding to the velocity.

Then FlxG.log your new values, and put that into your game.

Worked for me with Super Lemonade Factory.

58
iOS / Re: Dynamic FlxSprite coloring
« on: Sun, Apr 29, 2012 »
This is awesome!
It opens up the doors to do some really powerful things with OpenGLes.

I'm planning on trying Y-Axis rotates, Z-Axis depth, rainbow mode... all sorts of things.

The other thing I want to do which I have already done in my custom Flash flixel version, is make a
Code: [Select]
[FlxSprite fadeToColor:uint duration:float]. It works great for fading sprites out to black to make a silhouette effect.

Thanks IQ.

59
iOS / Re: Texture Atlas Tutorial
« on: Fri, Apr 27, 2012 »
Great tutorial.

Canabalt also comes with a script that will put textures into an atlas.

I believe it's called .textureAtlas and there is a bash script that you use to call it.

like this:

Code: [Select]
#textureAtlas [prefix] [size] [files ...]

./textureAtlas menu_ 512 title.png bar.png title2.png button.png back.png

60
help / Re: Buttons and functions
« on: Thu, Apr 26, 2012 »
Thanks for posting this!

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