@Claudio-Ficara I ended up doing so on ubuntu with 3 monitors.
However, when I run the haxeflixel compiled c++ program, it takes up only one monitor and doesn't span on the others...
Any idea how to make it aware of all 3 monitors?
Probably an ubuntu-based question, but so far I couldn't find anything in google or the settings that resolved this...
Or perhaps it's something in the Project.xml definition?...
I'm also getting slowdowns when building with 4.4.0 for iOS targets.
In my case it's not as bad as it's on Android: slowdowns happen randomly and last for a couple of seconds.
It happens on real HW and the simulator.
Hi! Thanks for answering. That looks like a good idea but I'd have no idea how to implement it at all. Since I'm not familiar with arrays OR how they'd work to do such a system. Thanks again though. That just means I need to do arrays for the NEXT iteration of this game. Sigh.
Sorry for taking so long to respond, I've been busy.
The folder containing the neko binary, as well as std.ndll (and other .ndll files). On Windows, that's a separate directory next to the Haxe directory (C:\HaxeToolkit\neko vs C:\HaxeToolkit\haxe), not sure what the directory structure would look like on a Mac.
Ok, for anyone running into a similar issue in the future:
TL;DR: Use animation.addByPrefix, and make sure your animation frames are separate regions within the packed png (walk-01, walk-02, etc).
I gave up on trying to use animation.frameName for this, no matter what I do I cannot get the correct region to load in. The only method that I could get to work with fromLibGdx was animation.addByPrefix.
In my existing game each region within the packed image is a spritesheet, rather than an individual fram and the game adjusts the frameHeight / frameWidth of the sprite for the animation, unfortunately this method doesn't work now since addByPrefix adds an entire region as a frame so I am exporting all of my animations as individual frames to be packed by texturepacker.
also, the Type not found : ApplicationMain error in flash develop happens after you clean the project and then try to build it without restarting flash develop. another error of that type might also happen using the vs ide.
Oh. Maybe you can use _playerCar.makeGraphic(100, 50, 0x0); to create a transparent rectangle, then draw on it with FlxSpriteUtil.drawRect(_playerCar, 0, 0, 50, 20, 0xFFFFFFFF); and other stuff you want to draw. Just make the makeGraphic() the size that you want to draw on.
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