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Messages - Esti

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Did you monitor it for a while?

Flixel tends to use some memory and can use a little more while your game runs but it's normal, you don't have to worry unless the game use like hundreds of RAM.

help / Re: Flixel Air Android perfomance
« on: Wed, Nov 21, 2012 »
probably the resolution. Try a lower one and x2 and x3 scaling modes. Also, try GPU mode.

« on: Wed, Nov 21, 2012 »
Congratulations, looks great!

« on: Fri, Nov 16, 2012 »
I get 60fps in GPU mode!!! yeeeay

iOS / Re: See FPS with iOS
« on: Thu, Nov 15, 2012 »
Well, I used a variable in the Registry class and then put
Code: [Select]
_debuggerUp = true;  inside the FlxGame constructor.

Then I just put
Code: [Select]
Registry.fps = uint(1 / (flashPlayerFramerate / 1000)); inside the update in and create a FlxText and update it with the registry information and voilá!

FPS on mobile without performance slowing alphas! ::) My ipod hates alphas.

iOS / Re: See FPS with iOS
« on: Thu, Nov 15, 2012 »
My FPS drop when I open the debugger in the ipod and I think it is because of the alpha going on in the UI.

Anyone knows how to monitor FPS without this? :(

iOS / Re: See FPS with iOS
« on: Wed, Nov 14, 2012 »
on FlxGame I pasted this on onMouseDown, it's pretty awful but it works without keys!

Code: [Select]
_debugger.visible = !_debugger.visible;
_debuggerUp = _debugger.visible;

« on: Wed, Nov 14, 2012 »
I got an unexpected ipod Touch ::) and I managed to make a small app with air and test it right away ,details

Anyway I want to monitor the FPS but I cant open the console without a keyboard. Is there a way to use text to print the current FPS?

games / Re: Anodyne (zelda-like adventure) - 80%
« on: Mon, Nov 12, 2012 »
I'm in theprocess of writing a semi-detailed blog post on what I did.

In general though, I just added event listeners to the stage object for TouchEvent.TOUCH_MOVE and TouchEvent.TOUCH_BEGIN events. Then I used the position of the touch events to determine what happens - e.g., If there is a TOUCH_MOVE event on the GUI control pad, depending on where it touches, I do some control logic.

The way I have my controls written is that there is a control manager which maps some specific input to a more generic input - so that in the game logic, I just check an object's "RIGHT" property to see if the right key is down. So, one way is to just check FlxG.keys.RIGHT , or I can also check some state variable set by my TouchEvent.TOUCH_MOVE handler. This lets me easily switch controls between mobile or keyboard.

e.g. on every iteration:

public class Keys { ...

public function update():void {
// Normal keyboard
if (FlxG.keys.RIGHT) RIGHT = true;
// Touch input
if (TOUCH_RIGHT) RIGHT = true;

That's the general idea, a few more intricacies that are game-specific for me but yeah.

Thanks for the reply. This weekend I made some crazy hackish controls using FlxG.Mouse and checking if it was pressed on top of some sprites and it worked fine.

The problem I'm finding with air is that it doesn't like to render high resolutions like 480x800 (240x400 zoom x2). If I do this the game gets 24 fps top and the controls become unresponsive. Otherwise if I just render the game in a lower resolution (like 240x400 without the zoom) the game runs at 30 stable even if there's a lot of enemies on screen and particles.
Anyway I tested all this in BlueStacks (emulator) that runs pretty good but I think it is a little slower than the real thing.

games / Re: Anodyne (zelda-like adventure) - 80%
« on: Sat, Nov 10, 2012 »
Hi, I've been following your game and it is looking great. I know you are pretty busy but it would be nice to se from close how did you port the game to android with air. I remember reading a post in photonstorm's site about it but what about the touch controls? I want to port my game but that's holding me back (also I don't have an android phone ::))

help / Re: Tutorials not showing code examples?
« on: Fri, Nov 9, 2012 »

help / Re: Issue with collision of boxes and tilemap
« on: Thu, Nov 1, 2012 »
I get it. Thanks!
Anyway I'm finding a lot of issues with the collision and I find my solutions rather "hackish".

For example I found out that If my player is in a moving platform and there is an obstacle in its way the collision doesn't work properly if I'm not moving and the player get through solid things. Also when I try to attach a sprite to the player to make the illusion the player is carrying it, the player sprite stutters and this "object" the player's carrying also doesn't collide with solid things.

help / Re: Issue with collision of boxes and tilemap
« on: Thu, Oct 25, 2012 »
Thanks for the help!. This works but the bad part is that the block has to "know" when it is in place, nothing crazy though.

I have another question, I found this code in the photonstorm tutorial

In the update
Code: [Select]
var tx:int = int(x / 16);
var ty:int = int(y / 16);

if ( - 1, ty) >= 31)

is this a good way to find the position of a tile near a moving object? This is part of the code used for the AI of the enemies, more specifically to turn arround when they found an empty tile.

help / Issue with collision of boxes and tilemap
« on: Thu, Oct 25, 2012 »

I am working on a concept that relays on boxes and some puzzles involving simple physics. The thing is I can't fill a hole of 16x16 with a box of the same size withouth having issues. My char gets stuck but if I change the size of the box to 17 my char can't step into the box without colliding with it. Anyone knows what can I do? thanks.

help / Re: Ideas to create breakable objects
« on: Mon, Oct 22, 2012 »
with "the same size as the block" you mean that you cut the sprites in like 2 pieces and just emitted those in the place?

edit: Ok, I just saw your trailer and I also saw that I can put a size to the emitter with setSize. Thanks.

help / Ideas to create breakable objects
« on: Mon, Oct 22, 2012 »
I am working on a 2d plataform game where the player should be able to destroy objects on screen. I don't want to recreate the "terrain destruction" kind of destruction, I want more like a shattering effect to break sprites in pieces.

I've been thinking about it and till now I think some particles could help. I can always make emitters with premade pieces of the objects but its kind of an artificial way to do it because I can't control the starting position of the particles like making a puzzle with all the pieces and then breaking them. So I've been searching and googling but I couldn't find much flixel resources.

I could implement box 2d but I don't know how hard is it and maybe It could turn the game into a destruction game and I don't really want that. Also I'm using DAME and Tilemaps so I don't know if it is compatible with that.

Does anyone knows if I should give box 2d a shot or another way to make a lot of particles without cutting each sprite manually? Thanks!  :)

help / Re: Big tiles giving issues
« on: Mon, Oct 22, 2012 »

I had some invisible inexistent tiles somewhere on the DAME data. Freaking waste of time. |-I

Anyway, I used this tiles if anyone wants to use some nice graphics.

help / Big tiles giving issues
« on: Mon, Oct 22, 2012 »
I am using DAME and I have some big tiles that are 70x70. This is the file, this are free placeholders.

The thing is when I exceed 40x40 in tile size this returns null
Code: [Select]
tile = _tileObjects[_data[rowStart+column]] as FlxTile; and then I recieve an error and the colision breaks

Code: [Select]
TypeError: Error #1009: No se puede acceder a una propiedad o a un método de una referencia a un objeto nulo. this means "can't access a property or method of a reference to a null object".

this is my level class code:

Code: [Select]
map = new FlxTilemap;
map.loadMap(new mapCSV, mapTilesPNG, 70,70, 0, 0, 1, 1);

I tried changing a lot of stuff and it works if I put 40x40 in the width and height.

releases / Re:
« on: Sun, Oct 21, 2012 »
Excellent work. Really helpful.

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