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Messages - Esti

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help / Re: Maximum spritesheet filesize
« on: Thu, Jun 27, 2013 »
It works fine on my game tho

help / Re: Maximum spritesheet filesize
« on: Wed, Jun 26, 2013 »
Try tinypng, that takes size down a LOT.

Holy **** , this is good!


help / Re: Export to OUYA?
« on: Thu, Apr 11, 2013 »
Pretty possible if you export to android using either Air or the Flixel android port. OUYA is like an android cellphone anyway.

help / Re: A How to learn article on Flixel
« on: Thu, Mar 14, 2013 »
Amazing stuff!

help / Re: Switching zoom in-game
« on: Wed, Feb 6, 2013 »
awesome stuff

games / Re: Global Game Jam
« on: Tue, Jan 29, 2013 »
I was on the Global Game Jam this weekend, this was the result:
<a href="" target="_blank" rel="noopener noreferrer" class="bbc_link bbc_flash_disabled new_win"></a>

If there are more people used flixel why not post it here like in the LD post.

I got a nice optical ilussion after playing it. I thought the page was moving up but it was still!

iOS / Re: rope code work
« on: Wed, Jan 23, 2013 »
Awesome work

help / Re: Theory behind Laser Beams?
« on: Mon, Jan 7, 2013 »
Thanks. I knew that tutorial but I thought someone would have this old class revamped for flixel 2.5, It looks like it has some nice effects on it.

Maybe I don't have a choice but to make my own crappy looking laser :)

help / Re: Theory behind Laser Beams?
« on: Mon, Jan 7, 2013 »
It looks like the laser class is outdated and the demo disappeared   :'(

Someone can shed some light on this?

games / Re: Beat Chaser - Flashing Rhythm Shooting Game
« on: Wed, Dec 26, 2012 »
Shump + Music = fun. Congratulations.

games / Re: WIP: Pixel Escape
« on: Sat, Dec 22, 2012 »
Great idea!

I'm leaving feedback on FGL.

help / Re: Flixel Air Android perfomance
« on: Mon, Dec 10, 2012 »
That happened to me also but I found out that using an x2 scale the blur isn't noticeable. In consecuence you have to use bigger sprites that may slow down the game if are a lot. In my case my game was running at 60 fps still with big sprites but I prefered to cap the game at 30 to keep some space for having a lot of stuff going on.

About a real solution, I think the blur is caused because flixel uses blitting and I don't think is fixable, I was going to try Axel till I found out about GPU mode.

Something like this:

Code: [Select]
private var rechargeTimer:Number = 0
then in the update:

Code: [Select]
rechargeTimer -= FlxG.elapsed;

if (rechargeTimer <= 0)
rechargeTimer = 10;

help / Re: Flixel Air Android perfomance
« on: Sun, Dec 9, 2012 »
Strange. I only tested on my iPod 4g so I can't know for sure but the best you can do for optimizing things is:

- Make sure you're using the last Air Mobile version (3.5) in your FlashDevelop project. It should say the number in the XML application file.
- Put -swf-version=16 in the project compiler aditional options to use the latest flash version
- In the air app properties select GPU render mode, in my iPod is a lot faster.
- Find a balance between resolution and scale. In my case I use 480, 320 x 2
- Cap the FPS at 30 "super(480, 320, PlayState , 2, 30, 30);"
- Make sure you're compiling in release mode and using the "normal" mode when packaging the app in android , or "slow test" in iOS.

Also, how are you checking the fps?, because if you open the console you are destroying your fps. Are you using tilemaps?

help / Re: Flash develop and right click
« on: Thu, Nov 29, 2012 »
yeah, it's working now , thanks for remembering this.

games / Re: Disorder [In Development]
« on: Wed, Nov 28, 2012 »
Nice production values. I see it being sold well in fgl.

help / Re: Flash develop and right click
« on: Tue, Nov 27, 2012 »
I was sure but now I formatted my pc so I think I'll try again with the freshly installed FlashDevelop.

help / Re: Flixel Air Android perfomance
« on: Tue, Nov 27, 2012 »
If you use alphas , scaling or rotation with air you are doomed

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