The tilemap is just a FlxTilemapExt. Nothing fancy there.
I could grab tiles nearby entities. What I wonder is how the stamp would work. Not sure if there's a way to get the sprite of any given tilemap ? Plus, as you correctly pointed out, I'm afraid that the stamping would go outside the boundaries of said tiles. And yes, this is the purpose of the rectangles, to mask the stamps.
I might place all those rectangles manually, but sounds like a brute forced solution. I was wondering how other people might solve this, but sounds like isn't a easy task. Many thanks @jcox171 for your replies so far :)
Basically, what I did, was to extend 100 tiles the UpdateColumns() and UpdateRows() on FlxTilemap, also, changed the onScreen() to always return true. This could cause performance issues, but it is only used on small maps, for versus mode, so... is OK in this case.
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.
It was amazing for a lots of reasons. Met amazing people, made friends and, well, it's heart warming really, since it's been a lot of of hours, lots of nights, lots of effort. With the prize, it comes a hefty paycheck that will let us do the game we want, exactly as we please.
It was amazing. A surreal experience! I personally tried to think of any outcomes, when it comes to gameplay design, but there were some unexpected moments that were a surprise for everyone. We recieved tons of feedback, people asking to fix a thing or two and people asking for new features.
And amazing to see HaxeFlixel's performance. Game didn't crash once and performed incredibly well, knowing that there were around 250 people who played the game, on friday and saturday, aprox 6, 7 hours non-stop each day.
There were some merchandise as well:
And we did some tournaments :)
And again, it was incredible! There people in line, waiting to play. Those who came friday, returned again on saturday with their friends. People of all ages played our game, that was amazing to see. They did laugh a lot :D
What I also noticed is how everyone quickly understood the controls and the game itself. And its a relief, since make the game easy to pick but hard to master was a priority. Super glad to see that worked out well!
These tournaments will be uploaded soon.
As far as the game goes, we added some features, fixed stuff, even more polishing and new content. Here's a new world, for example, coupled with some new heads:
And I guess that's it for now! Next step is planning stuff, what to do with the prize money, because that means new custom content.
Pre-production phase of a rocking story... here we go!
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