Hey @Claudio-Ficara You deserve all of the shoutouts possible, Thank you so much on all of the insanely nice feedback! The ui is by no credit of myself I had an amazing team of two Designers work day and night in Sketch to be able to make it look so great, I just was able to implement in haxeflixel which was a challenge in of itself but I see full potential in haxeflixel being used for more than just a game engine and I would love to be the person to prove that :D.
designer interface for app which is then uploaded to invision and seen by me in which I implement it into the app
In reply to the Down scaling, Yes almost all of the assets in the app have been brought in at 4x and scaled down automatically with custom functions in order to fit properly in the gui/ui. Though the image I put in the dev log is from neko so it looks way worse than the actual android version ( I have updated the image to an android screenshot of the app login screen now so take a look at the difference) though I am still having problems with ios which is where the real issues come into play I have tried antialiasing with both antialiasing="4" in project xml as well as FlxG.camera.antialiasing = true; and FlxG.stage.quality = flash.display.StageQuality.BEST; if that counts. ios is blurry so I've been on a hunt for the past week to find a fix. So if you have any more tips with Antialiasing I'd extremely appreciate any support because I'm stumped haha.
Also I totally agree with the haxeflixel community extremely benefiting from devs being able to share code and other tricks, you inspired me to do so and I'd love to continue the trend!
Speaking of code sharing, I played the demo for your game and I absolutely loved it had a great time with me and my brother. But I noticed that everything was so beautiful and looked so great except for the FlxText in the game. You may be transitioning to full bitmap text which would fix the issue but if you would like a solution for crisp FlxText as well as any other devs I wrote a premade function to scale up text and size it down in order for the text to not be pixelated for ThinQbator but it could apply to any other haxeflixel application/game :)
Custom ThinQbator FlxText
here is the code:
public static function createText(?textString:String = "", ?x:Int = 0, ?y:Int = 0, ?size:Int = 24, ?color:FlxColor = FlxColor.WHITE,?align:FlxTextAlign=LEFT,FieldWidth:Int=0):FlxText
var text = new FlxText(0,0);
text.setFormat("assets/data/proximanova-regular-webfont.ttf", size * 2, color, align);
text.antialiasing = true;
text.fieldWidth = FieldWidth * 2;
text.text = textString;
text.setPosition(x - text.width / 4, y - text.textField.textHeight / 4);
//add to state
And if anyone wants to check my demo results for the image here is the create function
override public function create():Void
var text = createText("Hello HaxeFlixel!");
var text2 = new FlxText();
text2.text = "Hello HaxeFlixel!";
if after you optimize the code, there is still a delay in the speed of the game then you might give the option for the user to set the speed of the game by changing its framerate. this is not a bad idea as some users might like to play the game at a slower or faster framerate than others.
Recently, a super nice youtuber willing to play my humble game stumbled upon this problem. Certain recording software can get the recording choppy, with uneven framerate, or slow to a crawl. We fixed this by adding an option to lock the game to 30 fps and enabling frameskip, with great results!
In case someone is wondering how that can be achieved, is simple:
BTW: sometimes is possible to have choppy, jumpy movement even tho you are having great performance. I can't yet understand why, but has something to do with super.update() call. For example, there might be sightly movement differences between this:
Finally My thoughts on the current state of html5.
Desktop html5 is powerful enough to be able to run most games as long as not to many effects with many sprites are being used. But the mobile performance for html5 is insanely bad and if that is something you want to support haxeflixel is not the right choice. Also with many things you will encounter with html5, importing js and using that code specific html5 libaries gives the best results in solutions with html5 specific problems so keep your eye out for those issues with browser display , showing video, saving cookies etc.
Also consider this: if the asset you're referencing with AssetPaths has been renamed or deleted, you will get a compiler error. If you reference the asset via a String path, you will only notice at runtime.
Thanks for your help ! What a great community ! :)
To show it on top, I removed and added it again. It works fine. It just seemed that it was not the right way to do it but ok.
By adding it again to the FlxMouseEventManager, it seems that I can click it correctly.
But I did it another way. I turned on the MouseChildren param so that I can trigger event on other objects overlapped by my gem. I did it since I need to be abble to trigger tooltips when the mouse is over buttons and I am draggind my gem.
@Gama11 How about the latest lime (5.3.0)..? If I install that then Flixel states:
Flixel is currently incompatible with Lime 3.0.0 or newer
Is there anyway we can ignore this and force a newer version of Lime instead of -3? I'm asking because i'm having some Jitter on camera follows again on a new project. Newer version of Lime just might have better SDL support and with that less Jitter. It seems to be a windows thing. I'm not seeing it on android.
There are a couple of discusion to be found with Google on this subject, but there does not seem to be a real solution.
Try making vsync to only affect cpp (if="cpp" on your project.xml in the end of the relevant line) or cancel it altogether.
Try FlxG.fixedTimestep = false; FlxG.maxElapsed = 0.25.
Sadly, If these options won't work I wouldn't be too surprised.
A thread on github, an other one on google-groups, an interesting one on OpenFL (they talk about SLD there), and a post of myself. The problem just might not be Flixel or OpenFL, the problem can lay in Lime or SDL (or the way SDL is being used). Just playing around with stuff like:
Is time consuming and not fixing anything. I would love to try out a newer version of Lime, perhaps they fixed it there? :S Is it in anyways possible that i can try this? (Development version, beta version?)
I really like HaxeFlixel and enjoy using it. But this Jitter on camera while following is driving me insane! It does not happend at the beginning of the game, but after say 10 seconds it slowly starts, after that it builds up. After 2 minutes or so its very noticeable.