A Flash Developer Resource Site

Search:

Type: Posts; User: Chookmaster

Page 1 of 2 1 2

Search: Search took 0.03 seconds.

  1. Replies
    19
    Views
    6,065

    Thanks, yes, that would be me. The moniker...

    Thanks, yes, that would be me. The moniker Chookmaster is from about 20 years ago, "huge" was already taken.
  2. Replies
    19
    Views
    6,065

    Hi, To use haxe and the iPhone, you will need to...

    Hi,
    To use haxe and the iPhone, you will need to learn haxe, and have a few ideas about putting an xcode project together.
    Haxe is very similar to as3 - certainly much closer than either c++ or...
  3. Hi I think the answer probably depends on your...

    Hi
    I think the answer probably depends on your resource distribution, ie all bunched up or all spread out. I think the fixed grid is probably the easiest - but a spiral may be too complicated (or...
  4. Replies
    14
    Views
    1,618

    There is a bit of code about to do this - but it...

    There is a bit of code about to do this - but it does not work 100%. There are a few differences - on the down side, the "for" loop, properties and import "*" are a bit different. On the plus side...
  5. Replies
    14
    Views
    1,618

    It's not really like that. The flash and neko...

    It's not really like that. The flash and neko are completely separate, the common part is the haxe source code.

    So in your haxe code, you do something like this:

    addChild(new...
  6. Replies
    14
    Views
    1,618

    Hi, sorry about the late reply. I haven't put...

    Hi, sorry about the late reply.
    I haven't put together any complete game examples yet - although I am working on it. There is a physics tech demo in the download I pointed to earlier showing a swf...
  7. Replies
    14
    Views
    1,618

    Yes, under flash it is pretty much the same. ...

    Yes, under flash it is pretty much the same. That is, same speed, inside a swf and no opengl. But you can make a separate program (a windows.exe) from the same code base, that runs faster because...
  8. Replies
    14
    Views
    1,618

    You can - if you write in haxe

    Hi,
    I have done some work along these lines - but you need to write in haxe, rather than as3 (they are very similar). So you first write your program in haxe, using the flash API that you know and...
  9. Replies
    2
    Views
    2,902

    Hi, There are a number of methods, including...

    Hi,
    There are a number of methods, including swfmill, embedded binary data and linking directly with normal swf libraries. I hope to put together a more detailed guide on this soon.
  10. Replies
    2
    Views
    2,902

    Simple haXe tutorial posted

    Hi,
    I have written a small tutorial about writing flash games in the haxe programming language. The haxe language is very close to AS3, and many of the ideas can carry directly over to as3 if you...
  11. Replies
    11
    Views
    986

    Something like that - back in terms of your...

    Something like that - back in terms of your original equation:


    sprite.x += ( target.x -sprite.x ) *0.9 *deltaTime;

    It would be


    sprite.x += ( target.x -sprite.x ) *...
  12. Replies
    11
    Views
    986

    The actual form of the equation you are after is...

    The actual form of the equation you are after is exponential, where the speed it converges is proportional to the distance away.

    Lets say you are staring at 1 and heading towards 0 (you can always...
  13. Replies
    147
    Views
    7,310

    There are obviously quite some differences of...

    There are obviously quite some differences of opinion here. Here are some possible work arounds, which may or may not be combined.
    - Two winners, "open source" and "closed source"
    - Or variation:...
  14. Replies
    19
    Views
    5,086

    I have to agree here - binary is clearly superior...

    I have to agree here - binary is clearly superior for web code. Smaller, easier to read (for a machine) etc. What I do is use XML for my editor's project files and then export to binary. Just like...
  15. Replies
    9
    Views
    1,042

    It is all about the language being nice to the...

    It is all about the language being nice to the compiler.
    For example, if the language allows you to say:

    obj.some_name_I_just_though_of = 22
    ...
    obj.some_name_I_just_though_of = "hello world"
    ...
  16. Hi, Just looked at MemoryCrypto - it looks...

    Hi,
    Just looked at MemoryCrypto - it looks pretty cool.
    May I suggest using integers instead of strings for ids?
    private static var scoreId:int = 0;
    One more level of obfuscation for no costs....
  17. Replies
    24
    Views
    1,397

    I do that too, but I just use "m": mX, mY,...

    I do that too, but I just use "m": mX, mY, mAngle, mText, to show that I'm indecisive.
  18. Replies
    24
    Views
    1,397

    I am in the habit of writing "in" in front of all...

    I am in the habit of writing "in" in front of all function arguements always. eg:

    function AClass(inX, inY){

    or if you prefer:

    function AClass(in_x, in_y){

    Note: this is not nearly as...
  19. Are all the enemies going to the same point? Then...

    Are all the enemies going to the same point? Then your job is a lot easier.
    Work backwards from the target, assigning each tile a "distance" measure. Work from the closest (smallest distance)...
  20. I was thinking more like: Game.gamex =...

    I was thinking more like:

    Game.gamex = Math.max(0,Math.min(charx-Game.halfvisx*16,Game.mapw-Game.screenw*16));

    not too sure whay gx/y are for.

    Chookmaster
  21. I think the easiest way to think about this is...

    I think the easiest way to think about this is first calculate as if there wer no edges:
    origin = player_position - half_screen_size;

    Then simply move your origin if it is out-of-range, eg:
    if...
  22. Replies
    84
    Views
    10,949

    I don't think it really matters what "changes" -...

    I don't think it really matters what "changes" - but something certainly has to. As it turns out, I have an "Animation Object" that has an array of bitmaps.
    Each Ogre and a reference to the single...
  23. Replies
    84
    Views
    10,949

    Hi, Yes, my "brute force" approach was the same...

    Hi,
    Yes, my "brute force" approach was the same as Fall X's. Just draw every (partially visible) tile into a single, stationary bitmap. As to whether it is better to group into 4x4s, there is no...
  24. Replies
    84
    Views
    10,949

    Most of the work done is in the collision...

    Most of the work done is in the collision detection, rather than the copyPixels. What I think we can agree is that the graphics(copyPixels) side of as3 is pretty darn good.

    I find milliseconds...
  25. Replies
    7
    Views
    693

    Ha ha, well then I'm surprised you got it running...

    Ha ha, well then I'm surprised you got it running so fast!
Results 1 to 25 of 31
Page 1 of 2 1 2




Click Here to Expand Forum to Full Width

HTML5 Development Center