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Adam Atomic
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« on: Thu, Feb 11, 2010 » |
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Gentlemen, and possibly ladies (  ), I apologize right now for breaking all your codes again, but it is SO WORTH IT this time!! Huge performance boosts, massive API improvements, some nice new features to speed things up here and there...I'm burned out now but I'm really proud of this one Release Notes
v1.5x-v2.0 Porting Guide
Collisions Demo
Updated moDe DemoThere's some big changes in there, and a lot of little things, but they're all for the better! I am working on a couple of big things alongside this, the joint game dev site with ChevyRay and something else that we can hopefully announce soon too!
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« Last Edit: Thu, Feb 11, 2010 by Adam Atomic »
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Bjorgen
Jr. Member
 
Posts: 58
Party hats ftw!
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« Reply #1 on: Thu, Feb 11, 2010 » |
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Awesome, time to gets to work.
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xraven13
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« Reply #2 on: Thu, Feb 11, 2010 » |
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Omg awesome  U are the king!!! So is collision working even when sprites are rotated..?? No need to use boundary boxes like before?? Too bad i didn't start with project 1 week later...XD
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« Last Edit: Thu, Feb 11, 2010 by xraven13 »
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photonstorm
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« Reply #3 on: Thu, Feb 11, 2010 » |
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Hah I just started a new game using 1.5 last night - time to re-factor 
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photonstorm
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« Reply #4 on: Thu, Feb 11, 2010 » |
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I get this happen a lot in the new Mode demo:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.adamatomic.Mode::PlayState/update() at org.flixel::FlxGame/onEnterFrame()
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dan
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« Reply #5 on: Thu, Feb 11, 2010 » |
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Thanks, Adam! This looks like some very exciting stuff.
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killradius
Newbie

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« Reply #6 on: Thu, Feb 11, 2010 » |
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Hmm, can't set a FlxGroup's position manually, only its velocity? Maybe I'm doing something wrong though.
Also, you should probably note that you need to explictly set a FlxGroup's 'moves' variable to true for it to update position. Maybe put this as an optional field in the constructor, set to true by default?
But this look slike a great update. Glad to see things evolving.
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h3r3j3
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« Reply #7 on: Thu, Feb 11, 2010 » |
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Wohooooooooooo! nice work!!!
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Matoking
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« Reply #8 on: Thu, Feb 11, 2010 » |
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Particles seem to work super-fast now. 
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fefranca
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« Reply #9 on: Thu, Feb 11, 2010 » |
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Excellent Adam, looking great.. thank you 
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Richard Kain
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« Reply #10 on: Thu, Feb 11, 2010 » |
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Huzzah! Break our codes, Adam! Burn down the unworthy paradigm, that a glorious new empire may be built upon the ashes of the old.
Seriously though, looking forward to playing around with the new features. Kind of glad I haven't committed to any huge projects recently. It won't take me as long to port over some of my tech demos.
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SeiferTim
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« Reply #11 on: Thu, Feb 11, 2010 » |
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Awesome , except I can't compile/run the new moDe... I get an error on this line:
[s]override public function create():void[/s] in MenuState.as saying that override must override something...Oi - nevermind me, pointing my classpaths to the wrong Flixel folder... 
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« Last Edit: Thu, Feb 11, 2010 by SeiferTim »
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Matoking
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Posts: 49
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« Reply #12 on: Thu, Feb 11, 2010 » |
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Just got my project working with flixel v. 2.00
It sure looks like a big update...
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Adam Atomic
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« Reply #13 on: Thu, Feb 11, 2010 » |
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Hmm, can't set a FlxGroup's position manually, only its velocity? Maybe I'm doing something wrong though.
Also, you should probably note that you need to explictly set a FlxGroup's 'moves' variable to true for it to update position. Maybe put this as an optional field in the constructor, set to true by default?
But this look slike a great update. Glad to see things evolving.
Yea I will change those default moves flags, those were from like saturday or something and aren't nearly as important as I thought they'd be!! To set the X/Y position manually it's safest to use FlxGroup.reset(X,Y), otherwise it might lose track of its offsets and stuff
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Adam Atomic
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« Reply #14 on: Thu, Feb 11, 2010 » |
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I get this happen a lot in the new Mode demo:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.adamatomic.Mode::PlayState/update() at org.flixel::FlxGame/onEnterFrame()
Woops, I left in the old, uninstantiated text shadows! Should be fixed now 
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