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Messages - PRIZZA

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help / Re: Greemlit flixel game, how to port to Steam?
« on: Mon, Jun 27, 2016 »
Good job on finishing that game, man!

help / Re: How to add touch controls?
« on: Sun, Jun 26, 2016 »
Try looking here for touch control code (includes multi-touch):

help / Re: Adobe AIR optimizations?
« on: Sun, Jun 26, 2016 »
I did some work on the GPU build of Flixel and sent the changes to the author of the Github repo, which he mentioned he'd be updating with some of my work. I was able to get a working version that fully utilizes GPU rendering, which is still in development but is promising. I also made some later modifications that enable a interpolation toggle.

Other than that, getting the hardware boost with "direct" is one of the best things you can do. Oh, and also fixing the FlxRect class to pool objects; there's a major cumulative FlxRect instance leak that causes the GC to run way more than it needs to, causing small lag spikes. I springboarded off of the ObjectPool code by moly to get a fix working.

help / Most memory expensive operations
« on: Wed, May 4, 2016 »
Does anyone have knowledge of the most cpu or memory expensive areas in Flixel? I've been looking into creating a Worker in AS3 to help Flixel perform better as a multithreaded instance. Are there any functions that would be most beneficial to send off to a worker? Maybe the overlap() function in FlxG?

help / Adobe AIR optimizations?
« on: Fri, Apr 22, 2016 »
I've been trying to optimize my game using the tools available in AIR, such as setting the render mode to Direct to improve performance. I was looking into using Genome2D because of the small success with a dev build of Flixel, but as of now it's completely broken and doesn't look to be fixed anytime soon.

I know Flash/AIR have a few new features since Flixel was written, so are there any other simple adjustments I could make to the Flixel library to help improve rendering or overall performance?

help / Re: Ash integration
« on: Sun, Dec 13, 2015 »
I've never heard of Ash before; what exactly is it?

Hey there!

What do you mean by "out of sync"?

help / Re: Greemlit flixel game, how to port to Steam?
« on: Sun, Dec 13, 2015 »
I've partially ported my game to HaxeFlixel before, but after a few weeks of porting I hit some serious brick walls, mainly API stuff. If you have a small project you could port it to HaxeFlixel, but otherwise I'd suggest using AIR.

help / Re: How to add a mouseEvent on FlxSprites?
« on: Tue, Nov 10, 2015 »
If you'd like to have fine tuned control on what sprite you're clicking I'd suggest using PhotonStorm's excellent Flixel Power Tools library and then changing your "piece" class to a FlxExtendedSprite, which can easily accept mouse clicks.

You can find the library here:

help / Re: total noob here, doing tutorial here ...
« on: Tue, Nov 10, 2015 »
I can confirm you can get a smooth 60fps with Flixel. But I must ask, what version of flash are you using to compile Flixel? There are a couple of things that may be causing this.

games / Aeon Rivals
« on: Fri, Aug 14, 2015 »

Promo vid:

Aeon Rivals is a MMO type game where you and some friends can fight giant monsters in groups of 6 or less. It's still in Beta but new content is added often.

I've been working on this game for about 3+ years now and I'm finally starting to publicize it. It uses Flixel (albeit heavily modified) at its core and is compatible with Windows and Mac, with plans for Linux and Android/iOS later.

If you have any questions or comments please let me know. Feedback is also appreciated. Hope to see you around!

help / Camera lerp
« on: Thu, May 14, 2015 »
I know the lerp functionality was removed from the camera around 2011, but I never knew why. I'd like to try to reintroduce it to the current build of flixel but don't know where to start. Are there any ways I could easily introduce a basic lerp to the camera movement?

I know Haxe flixel has it, but at this point porting the code over would take a century.

Does the player sprite just not collide with objects when it's riding on top of the moving platform? Does it, say, go right into a wall or something like that?

help / Re: FlxAchievementSystem
« on: Wed, May 14, 2014 »
This could be pretty handy! Is this class free to use for commercial products or what is your licensing policy?

If I see any way I can contribute I'll go for it.

What about just something like:
Code: [Select]
if (FlxG.keys.justPressed("A"))
         player.velocity.x = -player.maxVelocity.x * 0;
else if (FlxG.keys.D)
         player.velocity.x = player.maxVelocity.x * 0.5;

Or vice-versa. Would that be a feasible option?

help / Re: Multiplayer jumper with Flixel
« on: Wed, May 14, 2014 »
Do you have logic that moves the player smoothly to the next x/y coordinate that the game has received? Try to write some code that will move the character to the received x/y destination, and the game wont appear to lag anymore. I've developed a multiplayer action game that sends every 200 ms and there is very little to no lag with a decent connection. Even poor connections look decent.

 :) Check this out:

help / Re: Dynamic enemy attack hitbox?
« on: Thu, May 8, 2014 »
you could create an FlxSprite that is invisible and have it follow the enemy. then you could check the collision with that invisible hitbox whenever the enemy state is "attack" or whatever

Thanks VanDiest, you gave me a great idea. My solution was very similar to your suggestion.

help / Dynamic enemy attack hitbox?
« on: Sun, Apr 27, 2014 »

What's the best way to have an enemies attack collide with the player based on the state of the enemy? For example, I'd like my enemy to have a small "hitbox" when standing still, but when they are attacking I'd like to widen it a bit so it will overlap more with the player.

Imagine an enemy that just idles with his arms at his side, but when moving he swings a sword up and down.The flixel power tools extension I'm using is great for pixel-perfect collision checks but resizing the hitbox is a bit tricky.

I have an enemy that attacks in the manner described, but the problem is if I have a new hitbox appear for an attack it will immediately hit the player, which doesn't coincide with the frame data of the swinging sword. If the check it done with the enemies hitbox, it will perform a pixel-perfect check and only hit the player when the sword is visually overlapping the player.

Does anyone have any solution for this sort of thing? Thank you!

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