Hm, the Flash player shouldn't just close / crash when there's an error... The debug player normally always displays a popup box with a stacktrace.
Have you tried HTML5 / is there anything in the dev console of the browser?
FlxTilemap doesn't really have a built-in way to do that, but one of the accepted graphic types is a
BitmapData. You could always programatically combine multiple images into a single
BitmapData with the entire grid, using
copyPixels() or similar.
FlxTilemapGraphicAsset type is
FlxFramesCollection. You could probably use
FlxTileFrames.combineTileSets(), which pretty much handles that
BitmapData combination logic for you.
In both cases you need the
BitmapData for the individual images, which you can get with
The tiles in the tile set are graphic indexed starting with 0 (like an array). That's why it "fills the 1s with the second tile", essentially your graphic is missing tile 0 and it's all off by one. And it would crash when trying to draw tiles with index 2, because no such tile exists in the graphic.
You could just add a transparent 8x8 square as tile #0 (depending on what you want the "path" to look like).
The folder containing the
neko binary, as well as
std.ndll (and other
.ndll files). On Windows, that's a separate directory next to the Haxe directory (
C:\HaxeToolkit\haxe), not sure what the directory structure would look like on a Mac.
Hm... flixel-tools calls
haxelib, and it sounds like something is wrong with running the latter. What happens when you run
haxelib list /
haxelib path flixel?
I don't think
NEKO_PATH are a thing btw - it's
ApplicationMain not found error happens when you haven't built for the selected target yet (see https://github.com/openfl/lime-vscode-extension/issues/44). As the warning says, it doesn't meant that completion won't work, just that it will be slower than it could be.
I think the black screen when building through VSCode and the "invalid field access" error were since fixed in Lime by this commit. However, it hasn't made it into a release yet. So to avoid that, you could either downgrade to the previous Lime / OpenFL versions or update to a dev version of Lime. Adding this to your
settings.json should work as a workaround as well:
This happens if you haven't compiled the game yet (for the currently selected target). See also https://github.com/openfl/lime-vscode-extension/issues/44.
No, that's currently not possible (without modifying flixel-tools sources).
I'd be curious to know what results you're getting with the Tilemap branch: https://github.com/HaxeFlixel/flixel/commits/Tilemap
It's rather experimental / unstable, but it uses a different renderer (Tilemap instead of drawQuads), so there's a chance you'd see an improvement.
@ttt It's not, Neko is a virtual machine and it runs much slower than native HXCPP builds. It's most commonly used during development because it's quick to compile / test with, but for releases, people normally use HXCPP builds for the better performance.
Also note that you can just run
lime test neko instead of
lime test windows -neko.
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