Bump, Seems my help request is going cold, so I though I might add to see if anyone could help.
As my game progresses I would like to get assets from my server to expand the game without having a massive APK file at the beginning . I have been trying various different ways for days now with no luck.
This is how I imagined the In app purchasing to work, (or have I got this wrong?)
If I cant download the file, then at least can I play it straight from the server?. Although this won't help me later when I need extra graphics.
Please can someone help or point me in the right direction, This downloading would be essential to my game. Lee
I had tried to install it from http://www.openfl.org/download/ before, but it didn't work for some reason. It's been a while, and I already completely forgot where the error happened and what it was. It has worked now though, so it's all good I guess :D
Why the buttons positions are inconsistent between systems?
Same as before, I've wrote a simple button handler for all active gamepads:
public static inline function getButton(button:String):Bool
var gamepads:Array< FlxGamepad > = FlxG.gamepads.getActiveGamepads();
var press:Bool = false;
for (gamepad in gamepads)
case "OK": press = gamepad.justPressed.A;
case "BACK": press = gamepad.justPressed.B;
case "QUIT": press = gamepad.justPressed.Y;
Assuming that the Gamepad doc is right , checking gamepad.justPressed.Y; should return the state of the Y button on the gamepad.
So I've tried with an XBOX controller and a PS3 one, everything is fine for the Flash export.
But when I play my game on OUYA, the Y button is swapped with the X button (I'm talking about XBOX layout. To make it simple, I'll always put the XBOX layout in bold otherwise explanations are going to be complicated). So these two buttons are swapped on the OUYA gamepade (U/Y), but also on the PS3 gamepad (square/triangle).
@NaxeCode What I'm trying to achieve is to simply have the assets on the same folder as the game (Windows) while still protecting it substantially so the users still won't directly be able to view/copy the files. I think what I'm looking for is a way to encrypt/obfuscate the assets while still keeping them outside and not embedded into the main executable file.
In case it helps anyone, what I did was replacing my HaxeFlixel files, for @Nallebeorn ones: FlxBasePreloader.hx and FlxPreloader.hx, then on your project.XML file make sure you got: <app preloader="flixel.system.FlxPreloader" />
I use 4.0.1 version. If not mistaken, the next release will include this by default. I thought I might share in case someone else finds it useful.
Thanks, HappinessSam and DleanJeans. I'll try rearranging my code a bit. :)
I kinda read the API docs quite fast, so maybe I jumped it a bit. But it still feels like it could be a bit more well explained, from a non-native english speaking POV. :confounded:
After Dlean's practical explanation I kinda got what I have to do in here. I can't scale the graphic because I'm drawing and clearing things in it, so I guess I'll have to check the radius and not draw anything if < 1.
Last of all:
1) Install Haxe + Haxelib from packages.
2) Download haxe binaries.
3) Copy only "haxe" app (because the haxe came with package is 3.2, this is 3.3)
4) You got last version of haxe and, not last version but stable haxelib.