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Messages - Minverva

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41
help / Importing from old computer (problems)
« on: Tue, Jan 6, 2015 »
I was finally able to get a new computer (old one broke) and transfer most of my old project, and it compiles, but I think I did something wrong and I'm not sure where to look.

As of right now, the most noticeable problem is that FlxText doesn't seem to be working. None of my texts show up anywhere, but a trace statement in FlxText shows that it is being called and running. Some of the variables appear to be messed up as well, but I could be mistaken on this because it is such a massive project and I could've been testing something at the time. Other aspects of Flixel seem to be working like the emitters, sounds and graphics.

Technical info:
Flixel 2.34

Old Computer:

Using Flash Player 10
Windows Vista
32 Bit OS

New Computer:

Using Flash Player 16
Windows 7
64 bit OS

This is a bit of a puzzle for me and I could use some help from those who have more technical aptitude and experience than myself.

The more I think about it the more I think it may have to do with my new install of FlashDevelop. FlxText is supposed to import:

   import flash.display.BitmapData;
   import flash.text.TextField;
   import flash.text.TextFormat;

but perhaps it doesn't have the right file location for them. I had to more the file location for my project to the "user" area in order to compile. In Vista I had it in the programfiles/flashdevelop/projects/myproject/ (or similar). If I could compile the project from my old location then that may just solve all these problems.

42
games / Re: Vox Populli Vox Dei: Episode 2
« on: Tue, Oct 21, 2014 »
I remember liking the first game. I didn't remember it being in Flixel.

Looks nice.

43
help / Re: Get the point of collision
« on: Fri, Sep 26, 2014 »
Ah yes, I did forget to divide the height and width. That would give the center of the explosion too, but as you say, that is easily fixed.

44
help / Re: Get the point of collision
« on: Fri, Sep 26, 2014 »
I don't think you need pixel perfect collision. I think you could just average out the centers of the two sprites and make that the center of the explosion?

explosion.x = (cannon1.width+cannon1.x + cannon2.width+cannon2.x) / 2;
explosion.y = (cannon1.height+cannon1.y + cannon2.height+cannon2.y) / 2;

I haven't checked this at all, but I'd think something similar could work.

45
help / Re: Creating too many sprites.[Solved]
« on: Sat, Sep 13, 2014 »
Glad I could help. I suspected it had something to do with the way remove worked which is why I suggested kill().

46
help / Re: Creating too many sprites.
« on: Fri, Sep 12, 2014 »
1. Why don't you do g.kill()? I'm not familiar with "remove."

2. You could jerry-rig it easily with several methods. You could make the overlap only work when a boolean is equal to "true" - set it for true when you press the key and then set it to false when that same key is "justReleased."

That should certainly fix it.

I can explain more if you don't get it, but I'll be busy later today and tomorrow.

47
help / Re: Any negatives to FlxG.framerate = 20; ?
« on: Mon, Sep 8, 2014 »
Is there any reason you don't want to use timescale?

The main reason is that I've already used timescale for so many different checks across so many different classes that it would be really tedious trying to change it all using timescale and I'm afraid I'd introduce a lot of bugs.

Changing the fps rate seemed to fix a couple sound problems I had too.

So basically, it comes down to saving time for other things for me. I'll just have to figure out if it is worth it or not.

Thanks for your help.

48
help / Re: Any negatives to FlxG.framerate = 20; ?
« on: Mon, Sep 8, 2014 »
There's a reason people complain when companies release games in 30fps instead of 60, the less smooth the rendering is, the more distracting it is from actual gameplay.

I think it can be a problem with higher end fps shooters. I'm not seeing any visual problems with it set at 20 fps, but my experience may not be applicable to others.

Are there different ways of slowing down gameplay without using timescale?

Quote
Also, I think the way flixel does the software mouse it means the mouse will often feel much laggier because users are used to their mouse moving synced with their monitor refresh rate.

I'll have to ask people about this when they test it. I should get younger eyes.

Wouldn't setting it at a lower fps reduce overall lag since the game won't have to perform calculations as quickly?

49
help / Any negatives to FlxG.framerate = 20; ?
« on: Mon, Sep 8, 2014 »
It seems to be a decent way of slowing game play without using timescale.

50
help / Re: help me on overlap function!!
« on: Fri, Sep 5, 2014 »
Good catch.

Why didn't that throw a 1009 error?

51
help / Re: help me on overlap function!!
« on: Fri, Sep 5, 2014 »
I don't see the problem. Have you tried making an overlap for the enemies with just a trace statement in there? Strange how they are killing each other if they aren't colliding or overlapping.

52
help / Re: FlxG.overlap triggers incorrectly
« on: Fri, Sep 5, 2014 »
I'm curious, what is this code and why/how do you use it?

// this._player = Player -> FlxSprite
// this._blockRows = FlxTypedGroup<BlockRow -> FlxTileblock>

I've never used "->" nor have I put things between "<" and ">". Are you basically saying to treat the Player object as a FlxSprite object?

53
Needs achievements, customizable controls and upgrades. Otherwise, 5/5 for gameplay and storyline.

54
help / Re: Interactive Map Elements
« on: Thu, Aug 28, 2014 »
Np, let me know if you have any hiccups implementing it.

55
help / Re: Interactive Map Elements
« on: Wed, Aug 27, 2014 »
Yes, I think the door should be created by a "switch" class.

Implementing it should be fairly easy. Check if the player overlaps the switch and is pressing the key to activate the switch, then play the open/close animation for the door and switch its solid property to false.

56
You can use the FlxG.state reference:

Code: [Select]
FlxG.state.add(sprite);

Thanks, that's really interesting and helpful to know. I'm looking at the other things I can access that way now too. :)

57
This is totally out of my expertise...I've always used add from my Playstate.

I suppose you could try passing your Playstate to your enemy class and then try to use the add method, but I've never actually tried that.

Typically speaking, and perhaps there is another way of doing it, you add all your FlxGroups to your Playstate and then pass those FlxGroups to your enemies, players, etc. Then in your enemy class you can always create members of that group pretty easily via something like:

Bomb1 = new Bomb(x, y, timer);

It is a multistep process though. I strongly suggest you look at the code in Mode. Specifically, look at how the Spawner class creates bots and look at how the Playstate creates Spawners and the bots Flxgroup.

58
There are several ways you could do it. It sort of depends on the situation.

One way would be similar to this:

private var bleeding:Number = -1;

<in update>

if (bleeding >= 0)
{
bleeding += FlxG.elapsed;

   if (bleeding > 2)
   {
   hurt(1);
   bleeding = 0;
   }
}

That would do 1 damage every 2 seconds. If you wanted the bleeding to stop you could do it multiple ways based on what conditions you desire.

You might want to make "bleeding" a public variable so you can change it to "0" from your playstate. I'm assuming you might be calling some function when some bullet overlaps with the enemy where you'll turn the bleeding on.

59
help / Autobuffer problem?
« on: Wed, Aug 20, 2014 »
With some of my rotated sprites there is an odd, but slight, graphic problem when I have autobuffer off, but when I turn autobuffer on it seems to screw up the collisions, by, I assume, resetting or altering the offsets.

I'm using 2.34. Anyone have any experience with either of these problems?

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