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April 19, 2024, 11:01:16 PM

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Melly
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« Reply #20 on: June 06, 2009, 12:56:38 PM »

So Adam, which do you think is better optimized, yours or DrPetter's flash code? Smiley

Totally silly question, by the way.
« Last Edit: June 06, 2009, 01:03:12 PM by Melly » Logged

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« Reply #21 on: June 06, 2009, 01:08:31 PM »

Also would like to add I'll make sweet love with whoever create a first-steps tutorial of sorts, cause I'm pretty lost over here.
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« Reply #22 on: June 06, 2009, 02:49:36 PM »

So Adam, which do you think is better optimized, yours or DrPetter's flash code? Smiley

Totally silly question, by the way.

LOL i haven't seen his code but its probably fucking great, DrPetter is the BEST, I love him.  I actually want to add native support for SFXR and Musagi if I can manage it...
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« Reply #23 on: June 06, 2009, 02:59:47 PM »

Also Adam, I heard that uint is actually slow in AS3 as compared to int. Do you think otherwise? I noticed you use it around a bit.
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« Reply #24 on: June 06, 2009, 03:37:29 PM »

I genuinely haven't noticed anything, and have no idea why it would be slower?  If it is I can happily switch to ints Tongue  Flash is soooo weird about some stuff
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Bennett
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« Reply #25 on: June 06, 2009, 03:51:04 PM »

Wow, thanks for putting this out. I can't wait til I get a chance to make a game with it.
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Melly
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« Reply #26 on: June 06, 2009, 04:30:28 PM »

Another thing I noticed is that usind Math.floor() seems unnecesary when you can just throw an int() there.
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« Reply #27 on: June 06, 2009, 04:34:30 PM »

that's possible, I dunno which operation is more efficient though?
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« Reply #28 on: June 06, 2009, 04:36:17 PM »

well, using Math.floor generates overhead, while using int doesn't. I'm not even sure why there is a Math.floor. Maybe there is some specific use to it?

The difference would be negligeable unless you were doing a shitton of the things though.
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« Reply #29 on: June 06, 2009, 04:41:08 PM »

I do a shit ton of them Smiley  I should profile it
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« Reply #30 on: June 06, 2009, 04:46:12 PM »

Math.floor does return a Number, so using int might not be good if you want to maintain the value as a Number. Unless you use Number(int()), heh.

Not sure when that would apply.
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« Reply #31 on: June 06, 2009, 05:31:09 PM »

I don't know about flash, but in other languages, there are cases where you really need a math.Floor.  I found that it's generally the case for develloping a 2D-in-3D tile engine for example.
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« Reply #32 on: June 06, 2009, 05:45:31 PM »

well, using Math.floor generates overhead, while using int doesn't. I'm not even sure why there is a Math.floor. Maybe there is some specific use to it?

Flash used to not have int as a data type, and floor is a pretty common function anyway

Also, it might behave differently for negative numbers, not sure
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« Reply #33 on: June 07, 2009, 07:50:16 PM »

Hey dudes, got a few nice tutorials up, including some 'mode' mods and some hello worlds:

http://flixel.org/forums/index.php?topic=6.0
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« Reply #34 on: June 08, 2009, 02:54:27 AM »

Really cool engine. I will probably do some Flash games now. Grin
You might want to add Linux to the main site under MXMLC.
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« Reply #35 on: June 10, 2009, 08:15:40 PM »

Version 1.1 is out!  We have a few tutorials, some fun mods of Mode, updated documentation, all that good stuff!

http://flixel.org/forums/index.php?topic=6.0
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« Reply #36 on: June 11, 2009, 02:56:05 AM »

I looked at this the other day. It seems to me that it is indeed bloody amazing.
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Bennett
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« Reply #37 on: June 11, 2009, 05:07:39 AM »

I tried this out just now in Flash rather than Flex Builder, and it works fine so long as you add the following line to FlxGame.as:

Code:
import flash.display.MovieClip;

and change the class declaration to:

Code:
public class FlxGame extends MovieClip

If you make your project file (e.g. Mode.as) the main class of a flash document, it becomes a MovieClip rather than a sprite, so this is necessary. But it works fine!

Actually, I spoke too soon, obviously some other things will need to be changed.  Embarrassed



But it looks great, Adam, this will be really fantastic, especially for entering competitions, where time is a major factor.
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« Reply #38 on: June 11, 2009, 05:28:50 AM »

Thing I am most confused about though is building levels. Someone needs to write up how that works.
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« Reply #39 on: June 11, 2009, 07:29:27 AM »

This is the current "non-proc" level design thread:

http://flixel.org/forums/index.php?topic=38.0

And this thread covers a simple mod to FlxBlock to allow you to specify a specific tile:

http://flixel.org/forums/index.php?topic=39.0

You can also just pass a single tile to the FlxBlock if you want.

I personally feel like level design is a major hurdle for rapid game design, so Flixel is designed mainly for procedural generation.  You can definitely work around this without TOO much trouble though!
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