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Messages - finalsin

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releases / Re: flixel-android 0.5
« on: Fri, May 3, 2013 »
Just wanted to let you know I'm still loving flixel-android. I made my Ludum Dare game in it:

I wondered what the status of HTML5 compatibility was? I seem to remember it was an issue higher up in LibGDX itself that was causing the problem. Is that still the case?

releases / Re: flixel-android 0.5
« on: Mon, Jan 14, 2013 »
Hey Wing and the f-a team!

I just wanted to apologise for going dark for the last few weeks. I really appreciate all the help I got in December from you guys - I couldn't have done it all without you. Unfortunately work has dragged me in another direction temporarily and I am spending January filling in exciting forms... >_>

I just wanted to let you know of a few things. First, I talked about my game and flixel-android on Reddit, and it got a great reception!

Second, if you go to those links you'll see I've open sourced two small games, and my Christmas game, including the artwork. The license is entirely open, for re-use, commercial use, modification, etc. without attribution. Please feel free to chop up the project as you wish if any of it is helpful.

I'll be in touch again in the future but for now, thank you so much.


releases / Re: flixel-android 0.5
« on: Sat, Dec 22, 2012 »
Thanks so much for the help, guys! I am struggling to find the time to push the update out before Christmas but either way I will get around to implementing it. I really appreciate this - I'll be using the library more in 2013 for bigger projects!

releases / Re: flixel-android 0.5
« on: Wed, Dec 19, 2012 »
Thanks a lot for this. I'll definitely try your solution and see if we get a performance hit. I could always make it an option people can choose between.

Not sure what revision I'm on (I stupidly am not checking out of SVN, I'm installing manually off a download) but I'll let you know. Hopefully I should get some time to work on it tomorrow.

releases / Re: flixel-android 0.5
« on: Tue, Dec 18, 2012 »
What I want is for the game to appear as it does, normal aspect ratio - kind of like here ( But I want the gamepad to extend into the black area. Right now it's constrained to be within the drawn game stage area. Moving it to the black area would be more comfortable, and would take up less screen space for players too.

I'll take a look at FlxCamera, thanks for the tip. Do let me know if you have any ideas.

I'm talking lots about flixel-android! It's mentioned in my paper, and I've also used it for some toy projects here: I just used it for Ludum Dare too! I really like it.

The game's been getting some good press (e.g. so hopefully people are coming to the site and learning about flixel-android too!

releases / Re: flixel-android 0.5
« on: Tue, Dec 18, 2012 »
Excellent. That's really no big deal - it's a very small problem (<0.1% of installs so far) and it can wait, I imagine I wouldn't have time to administer a fix right now anyhow.

I have another question, I'm afraid. If I don't want to use screen-stretching options for the game, is it possible to draw *anything* outside the bounds of the stage? I'd ideally like the gamepad to be at the edge of the screen no matter what aspect ratio we're playing on.

Please don't rush to reply, I know I keep asking things! I really appreciate it.

releases / Re: flixel-android 0.5
« on: Mon, Dec 17, 2012 »
I still haven't had time to look properly into this - I'm getting a LOT of GC_CONCURRENT calls at runtime, but I also wasn't careful with instantiation so there are some new() calls going on. Even so I think I'm probably not disposing of things properly. I need to look at this more carefully...

Here's another thing: I've had this crash through fifteen different users, but haven't had time to look at it yet. This might be my misuse of stuff or it might be a genuine hardware issue, I'm posting it here in case it's relevant to you but please ignore. If I find a fix I'll let you know:

Code: [Select]
java.lang.NoSuchMethodError: java.lang.String.isEmpty
at org.flixel.system.input.Input.reset(
at org.flixel.FlxG.resetInput(
at org.flixel.FlxG.reset(
at org.flixel.FlxGame.step(
at org.flixel.FlxGame.render(

This is being reported on startup, before even playing the game.

releases / Re: flixel-android 0.5
« on: Sat, Dec 15, 2012 »
Let me look into some of the things you mention first and I'll get back to you. Thanks for the info!

releases / Re: flixel-android 0.5
« on: Fri, Dec 14, 2012 »
I'm getting some memory leaks in the game I've developed - I use a bunch of FlxEmitter/FlxParticle systems, do you know if there are any known issues with them, disposing and so on? Does flixel-android handle disposing of the LibGDX memory management stuff ( or is this something I should be handling in my own code?

Thanks! The game is now live, incidentally: flixel-android made it happen!

releases / Re: flixel-android 0.5
« on: Sat, Dec 8, 2012 »
I just wanted to let you know that next Friday I'll be releasing A Puzzling Present for free on desktop platforms and Android, thanks to flixel-android.

I'll also post here about the paper I wrote on it when I get the conference reviews back. Can't express my gratitude enough! Will let you know how the release goes.

releases / Re: flixel-android 0.5
« on: Tue, Nov 27, 2012 »
If in doubt it's more likely it's me. I'll check both demos, and crosscheck the jump code on my Android. I'll let you know.

releases / Re: flixel-android 0.5
« on: Mon, Nov 26, 2012 »

Thanks again - the new version is really nice, and I like the String-based resource names.

I'm having a weird bug I wanted to ask you about, in case it had come up before. Jumping works in the desktop version, which uses a isTouching(FlxObject.FLOOR) check before letting the player jump. In the Android version, though, the same check returns false. Have you ever encountered any bugs with isTouching?

releases / Re: flixel-android 0.5
« on: Sat, Nov 10, 2012 »
Upgrading everything to the latest version has fixed it. I've also taken a peek at the new API and it's looking really nice! Lots of changes that I really like a lot.

Congrats, and thanks for helping me out.

releases / Re: flixel-android 0.5
« on: Sat, Nov 10, 2012 »
Thanks for checking. LibGDX forums seem adamant it has nothing to do with Java 7 but I'm really not so sure. I'll keep poking at it.

Game still running beautifully on Android though, so thanks!

releases / Re: flixel-android 0.5
« on: Sat, Nov 10, 2012 »
Creates a FlxText and adjusts the size of the text. It doesn't even add it to the stage. I'm pretty sure it's just any rendering code at all, and is actually a problem with Java 7 interacting with LibGDX. I just wanted to be sure.

Don't worry about running a test - if you haven't encountered the error I imagine it's on my end.

releases / Re: flixel-android 0.5
« on: Sat, Nov 10, 2012 »
Okay, thanks for the quick update. I'll report back if I find any way around it, but it's not looking likely.

EDIT - Is this specific to Flixel-Android? And would upgrading to the latest version fix this?

releases / Re: flixel-android 0.5
« on: Sat, Nov 10, 2012 »
Sorry, the reply hadn't appeared when I posted!

The developer machine is using Java 6, it's the target machine that uses Java 7. I assume this means there's no way around it?

releases / Re: flixel-android 0.5
« on: Sat, Nov 10, 2012 »
Hey, F-A team!

I'm not on the new release yet (I don't want to change anything as I'm at a bit of a critical point in my work) but I've run into a huge error.

I develop on Mac, where everything works fine. However, once I export to Windows, any code that changes the size of a FlxText causes a fatal error that shuts the game down instantly. Before the text even renders, necessarily. Here's more details on the exact error:

Do you have any idea what might be causing this? This is a bit of a worry for me now...

releases / Re: flixel-android 0.4 release
« on: Thu, Sep 27, 2012 »

This is still working great for me - I'm developing a Flixel-powered game for a December release, and writing a paper that couldn't be possible without flixel-android. Thanks again to everyone!

I have a tiny query: I can't get rid of that FPS display in the top corner of my game. I tried everything, looked at all the debug options. How do I turn it off? :)

help / What moves in Canabalt?
« on: Sun, Aug 5, 2012 »
Hi all, bit of a specific question here, really about how projects are structured.

I've been trying to build a small parody game based on the Canabalt concept. It was originally so throwaway I barely gave it a second though, but as time went on I got quite interested in the technical aspects of the game.

The iOS source, for instance, gives the player an X velocity as if the player is really moving, and uses this to calculate jumps and so on. But this is counter to how I thought the game would've been constructed (having the player not move at all, and moving the buildings instead). Otherwise it would necessitate constantly updating the boundaries of the FlxGame and the camera.

Does anyone have any suggestions on which way endless runner-style games should be calculated? Does the player move? Does the world move? Do both move?

I think there are arguments for all approaches, am interested to hear what everyone thinks.

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