I noticed the same lag today with a windows build.
Strangely, HTML5 build works better.
¿Te da error cuando intenta loguear a google play games? Yo tuve problemas por que no tenía bien seteados los permisos entre release y debug al hacer el app signing. Para el sign de la app te recomiendo leer: https://support.google.com/googleplay/android-developer/answer/7384423?hl=en
Luego, tenes que configurar el sha-1 de la firma en google play services desde la google play console.
Minimalistic clicker about nothing. There are no characters, meaning or anything to distract you from the target of getting more points!
Ideal to play while you do other things like watching a TV show, Listen to a podcast or music.
You must tap to add points and buy machines that work for you. Use those points to update the machines, add more points and progress through levels.
Can you unlock all the achievements?
Warning: It can be very addictive!
You can use flxbackdrop: http://api.haxeflixel.com/flixel/addons/display/FlxBackdrop.html
El ndk lo bajé de aca: https://developer.android.com/ndk/downloads/index.html
Tal vez funciona el 15. No lo probé.
Mi versión de java es jdk1.8.0_161
Edited the guide because some user are having problems with latest google play services update. You can downgrade all dependecies to 9.0.0 but It won't work with latest google play services.
It was hard for me to be able to make these extensions work together with Haxeflixel 4.3.0 so I’ll write this post in case anyone encounters the same problems.
These are useful tools for android and ios games. I only tested it on android but this also should work on ios.
We are going to implement these libraries:
Google play game services (Achievements and leaderboards)
Admob is an extension to monetize using ads, Analytics is used to measure things about users and Google play games to display achievements and scoreboards.
This is the list of all the libraries once installed. You can look your list doing:
extension-admob: [1.6.4] extension-android-support-v4: [1.0.0] extension-googleplaygames: [1.5.7] extension-googleplayservices-basement: [1.1.0] flixel-addons: [2.5.0] flixel: [4.3.0] ganalytics-git: [git] google-play-services: [1.1.0] haxelib_client: [3.2.0-rc.3] hxcpp: [3.4.64] lime:[2.9.1] openfl: [3.6.1]
There seems to be a problem if you are using the library hscript for Haxeflixel and compiling the release version. If you have that library, remove it:
haxelib remove hscript
First, If you didn’t do it you need to setup Lime to be able to build apps for android. To do it you need to write:
Lime setup android
Follow the instructions to install the SDK and JAVA but download the NDK separately from: https://developer.android.com/ndk/downloads/index.html
I’m using r16b. This is needed to recompile the analytics extensions later.
Tell lime where you installed ndk with Lime setup android.
When you finished installing the sdk go to the folder where is at and open the sdk manager. Upgrade the android sdk tools and platform tools to 25.2.5 and 27.0.1 respectively.
Then install sdk platform for api 23 and google repository from extras.
We need to recompile hxcpp with the new NDK. To do that execute:
openfl rebuild hxcpp android -clean
For more details on Android Development this is a good tutorial: http://www.steverichey.com/dev/openfl-android-tips-and-tricks/
For admob and Google play install the extensions from Haxelib. I’m using the following versions:
For analytics we need to download the git versión 1.0.0 using haxelib:
haxelib git ganalytics-git https://github.com/emibap/GAnalytics.git
This extension needs to be recompiled using the ndk we downloaded on the previous step. To build it just execute build.bat from the library folder. It will create a folder called ndll.
All these extensions also need extension-googleplayservices-basement to configure the dependencies from the android sdk. The main problem I had was that the tool included on this extension to download new dependencies didn’t worked for me and the only thing that it did was to delete all dependencies. So I needed to install them by hand.
All dependencies installed need to be from the same version to work. So we are going to need to update all dependencies. To do it go to the folder where you installed the sdk and search for the gms. It is on:
Here you have folders for every dependency. Inside you have them by versión number. I’m using version 11.0.4
Inside the version folder you have a .aar file that can be decompressed using WinRar or a similar program.
You need to put the content from the .aar files on the folder dependencies from extension-googleplayservices-basement. The structure for each folder is:
Do these process for each dependency you need installed. The dependencies I installed are:
google-play-services-ads-lite google-play-services-analytics google-play-services-analytics-impl google-play-services-auth google-play-services-base google-play-services-basement google-play-services-drive google-play-services-games google-play-services-gcm google-play-services-iid google-play-services-plus
After that you need to check if the manifests are fine. Check the manifest for every dependency, if it defines an sdk dependency delete it and on the project.xml for your project add:
<android target-sdk-version="23" if="android" />
The manifest for google-play-services-analytics-impl need to be edited to add a few services needed for the extension:
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.google.android.gms.analytics"> <!-- Include required permissions for Analytics to run. --> <uses-permission android:name="android.permission.INTERNET"/> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/> <!-- Optional permission for Analytics to run. --> <uses-permission android:name="android.permission.WAKE_LOCK"/> <application> <!-- Optionally, register AnalyticsReceiver and AnalyticsService to support background dispatching on non-Google Play devices --> <receiver android:name="com.google.android.gms.analytics.AnalyticsReceiver" android:enabled="true"> <intent-filter> <action android:name="com.google.android.gms.analytics.ANALYTICS_DISPATCH" /> </intent-filter> </receiver> <service android:name="com.google.android.gms.analytics.AnalyticsService" android:enabled="true" android:exported="false"/> <!-- Optionally, register CampaignTrackingReceiver and CampaignTrackingService to enable installation campaign reporting --> <receiver android:name="com.google.android.gms.analytics.CampaignTrackingReceiver" android:exported="true"> <intent-filter> <action android:name="com.android.vending.INSTALL_REFERRER" /> </intent-filter> </receiver> <service android:name="com.google.android.gms.analytics.CampaignTrackingService" /> </application> <application/> </manifest>
Then you need to edit the include.xml from extension-googleplayservices-basement to add the new dependencies. Here is how my file looks:
<?xml version="1.0" encoding="utf-8"?> <extension> <section if="android"> <dependency name="google-play-services-basement" path="dependencies/google-play-services-basement" if="google-play-services-basement" /> <dependency name="google-play-services-ads-lite" path="dependencies/google-play-services-ads-lite" if="google-play-services-ads-lite" /> <dependency name="google-play-services-auth" path="dependencies/google-play-services-auth" if="google-play-services-auth" /> <dependency name="google-play-services-base" path="dependencies/google-play-services-base" if="google-play-services-base" /> <dependency name="google-play-services-drive" path="dependencies/google-play-services-drive" if="google-play-services-drive" /> <dependency name="google-play-services-plus" path="dependencies/google-play-services-plus" if="google-play-services-plus" /> <dependency name="google-play-services-games" path="dependencies/google-play-services-games" if="google-play-services-games" /> <dependency name="google-play-services-gcm" path="dependencies/google-play-services-gcm" if="google-play-services-gcm" /> <dependency name="google-play-services-analytics" path="dependencies/google-play-services-analytics" if="google-play-services-analytics" /> <dependency name="google-play-services-analytics-impl" path="dependencies/google-play-services-analytics-impl" if="google-play-services-analytics-impl" /> <dependency name="google-play-services-gcm" path="dependencies/google-play-services-gcm" if="google-play-services-gcm" /> <dependency name="google-play-services-iid" path="dependencies/google-play-services-iid" if="google-play-services-iid" /> </section> </extension>
Lastly, you need to setup each service from their websites and configure your app using each extension instruction.
I hope all this helps you on your future android games!
The game is my Global Game Jam game so you can download the source from there:
This is the trace with -verbose:
Running process: C:\Program Files (x86)\HaxeDevelop\Tools\fdbuild\fdbuild.exe "D:\Trabajos\Tembac\Bichomon\bichomonGit\bichomon.hxproj" -ipc d2fe045d-17cf-4a1a-99f4-a7de563acd5a -version "3.4.0" -compiler "C:\HaxeToolkit\haxe" -library "C:\Program Files (x86)\HaxeDevelop\Library" -target "flash -verbose"
Running Pre-Build Command Line...
cmd: "C:\HaxeToolkit\haxe/haxelib" run lime build "Project.xml" flash -verbose -debug -Dfdb
/_ \ __
//\ \ /_\ ___ ___ __
\ \ \ /\ \ /'
_\ _\ \ /\ /\ /\ /\ /
/_\ _\ _\ _\ _\ _
Lime Command-Line Tools (2.9.1)
Using project file: Project.xml
Reading HXCPP config: C:\Users\Tembac.hxcpp_config.xml
Using target platform: FLASH
Running command: UPDATE
Running command: BUILD
You need to use <set name="next"/> before adding flixel on project.xml for clipboard to work.
Thanks for the comments Claudio. We will improve things in the following months.
1 - This was something that we did for the trailer. Gameplay is different. Rigth now there is no need to do it this way. We will take this comment for future levels.
2 - Yes, this is planned.
3 - I'm doing my own camera class because Flixel camera is very limited for my game. I think the footage for the trailers is previous to the new camera changes. Anyway we are still working on improving the camera further.
4 - I prefer frame to frame animation but we'll look that.
5 - thanks to notice!
6 - Yes, we will :D
7 - We'll look into that! Thanks for the links.
Chimango Games announces a brand new 2D platformer for PC. In Ryder: The Deserter, players join Ryder, a secret agent with the ability to control objects, such as vehicles and rockets, and even enemies!
Platformers generally rely on running and jumping, but Ryder features fast-paced levels in which you’ll be dodging, shooting and even riding enemies and obstacles, to take control of them!
‘The planning began at a game jam at home. The idea was to make a different platform game’, says Agustín Pérez Fernández, creative director of the game. ‘I was bored of playing the same: platformers tend to be based on jumping, so I wanted to see if I could achieve something different and that's when an idea came to mind, of a game based on riding and climbing things’.
Along with all these elements of gameplay comes a deep story of conspiracy and desertion, set in a retro-futuristic, post-apocalyptic world.
Quick gameplay: It’s easy to die, but also easy to retry!
A challenging game with no unfair difficulty
Classic and fun platformer controls: Jump, Double jump and Wall climb
Ride your bike, rockets and turrets, and other type of enemies to shoot and to use them as jetpacks.
Alternative challenges in every level: Optional collectable coins and minigames
Ryder is an immortal secret agent who worked as a time traveler for ages at MATH, the Multiverse Agency of Time and History, making himself sure that nobody dares to change the course of history. However, that time has passed and Ryder is a rebel now: he’s against MATH and fights for the destruction of the technology that allows time traveling so that events can take a natural course. Players will help Ryder in his last mission, the one that sets him free of his own immortal existence, but first he has to face every MATH’s robotic agent.
About Chimango Games
Chimango Games is based in Rafaela, Santa Fe, Argentina. A small studio founded by industry veterans, with more than 20 years of experience in the video game industry, who have joined forces to make a dream come true: to create the games that they would love to play. www.chimangogames.com
When mode finishes compiling the following appears on the terminal:
clang: warning: libstdc++ is deprecated; move to libc++ with a minimum deployment target of OS X 10.9 [-Wdeprecated]
When the game crashes, it shows an error message with the following details:
I´m trying to build for Mac Os using a Mac with Os sierra 10.12.6
My game compiles fine but it crashes after the first screen.
I also tried compiling Mode and minimalistic TD and also crash really soon. Mode crashes when the Mo and De get to the center of the screen. Minimalistic TD crashes when I pressed the play button.
I tried deleting all sound plays from minimalistic TD and the game works but crashes when the first enemy tries to appear with the following error:
"No valid path was passed to the enemy! Does the tilemap provide a valid path from start to finish?
AL lib: (EE) alc_cleanup: 1 device not closed"
What can be the problem? I had a similar problem almost a year ago but never got to fix it. Are Mac builds working?
source/AssetPaths.hx:3: characters 1-7 : Duplicate class field declaration : player__png
source/AssetPaths.hx:4: characters 0-19 : Defined in this class
On different folders of the assets folder I have images called player.png. It is giving this error. How can I prevent it?
One is in assets/images/player
and the other in assets/levels/tiles/characters
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