Thanks for the reply. I am using the Tiled map editor.
I will do a bit more research and look at some of the demos a bit more.
I'm struggling to get a Tiled map to load following the tutorial.
I've also tried some methods mentioned on random blog posts, but unfortunately most of them are outdated.
This is what I currently have in PlayState to load the map:
_map = new TiledMap(AssetPaths.my_map__tmx); _mWalls = new FlxTilemap(); _mWalls.loadMapFromArray(cast(_map.getLayer("walllayer"), TiledTileLayer).tileArray, _map.width, _map.height, AssetPaths.tileset__png, _map.tileWidth, _map.tileHeight, FlxTilemapAutoTiling.OFF, 1, 1, 3); _mWalls.follow(); _mWalls.setTileProperties(1, FlxObject.NONE); _mWalls.setTileProperties(2, FlxObject.ANY); add(_mWalls);
When I run the project - the tiles do not show up and I get no errors, the player appears and I'm able to control him.
I apologise if this is a duplicate of a post - I have searched the forum, but could not seem to find something to point me in the right direction.
@gama11 Thanks for the reply.
I've been going through the docs and followed the VS Code guide. This is what has led me to my initial findings.
After reading your post - I have built some of the demos from the command line and the neko target seems to be the issue.
For the Particle and ProjectJumper specifically, they run very slowly on neko, but HTML5 seems fine.
I'm just starting out with Haxe so, this is all still pretty fresh.
I went through the setup process for Haxe and Haxeflixel.
It seems that when I run the build from VS Code the frame rate is below 10fps. This is for all the demo's I have tested so far.
I'm using Flixel 4.4.1. Has anyone experienced this or anything similar?
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