Come on up! Fist's Elimination Tower is a platformer wherein a bunch of randomly generated contestants try to make their way through an obstacle course full of robot bunnies, electrocutions, and giant fists that spring out of the wall. It's available now on Steam and itch.io!

Kyatt
@Kyatt
Posts made by Kyatt
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Fist's Elimination Tower!
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RE: Fist's Elimination Tower - A single-screen platformer
I really should be focusing on wrapping up the game, but instead I added a drop button that cancels your jump and also throws confetti (partially as a visual indicator that it happened, partially because it looks really neat). Should make for some interesting speedruns of the game.
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RE: Fist's Elimination Tower - A single-screen platformer
@starry-abyss Haha, now I'm just reminded of that picture of a dog wearing a horse mask.
I finished the last pre-launch trailer for the game last week - you can see it here. It quickly goes through a lot of the new things I added to the game, which will hopefully be out later this month!
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RE: Necessary to remove off-screen FlxSprite instances?
I use getScreenPosition() for situations like that. On update, some sprites check their position, and if it's past certain boundaries, they'll get killed instantly.
if (getScreenPosition().x < -32 || getScreenPosition().x > FlxG.width + 32 || getScreenPosition().y > FlxG.height + 32)
kill(); -
RE: Fist's Elimination Tower - A single-screen platformer
Whoops, I haven't been updating for a while. Anyway, since last time, the game got greenlit, I redesigned the enemy sprites, improved particle effects (enemies now explode into randomly-chosen chunks of nuts/bolts, money, confetti, etc), and each floor has a time limit. I'm sure I'm forgetting a lot of things, which I'll hopefully mention in later posts.
Oh, did I mention that you can play as a horse sometimes?
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RE: How to use hexagon Tiled map?
It's a bit more more complex, but I once made a hexagon map by looping through the map like you would if you were inserting enemy/item sprites, but instead inserted hexagon-shaped FlxSprites. The trick is, every other row, you add an offset equal to half of the tile width.
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Windows build lagging on __resources__.cpp
I'm trying to build a game with embedded resources on Windows, but it keeps stalling out when building the resources.cpp file. Between map files, images, and sounds, there are a lot of files, but the same build is compiling just fine on my Mac. Admittedly, my Mac is a lot faster and not a laptop I bought for $200 last Black Friday, so that may have something to do with it...
But I digress. Is there some way I can get past this sticking point in the compilation?
Update: it's not freezing, just taking a while. Between prioritizing the cl.exe process and good ol' fashioned patience, I've been able to compile.
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Is SteamWrap still a thing?
I'm in the midst of getting a HaxeFlixel game ready for Steam, and the most prominent way I've seen to handle this is SteamWrap. https://github.com/dukope/SteamWrap
Is this the right way to incorporate the API? I wasn't sure, since it was last updated about 4 years ago - I wanted to make sure there wasn't some other preferred way to do it before tangling myself up in that.
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RE: Display-wide shader/color swap?
Thanks - looks like matrices are going to be the best shot I have at this. I used the version of it on the HaxeFlixel tutorial, and it's running pretty smoothly. To get better control of the palette, I changed the spritesheet palettes from shades of gray to #F00, #0F0, and #00F, so that I can change them to anything I want. The black/dark gray stays more or less the same, but I can invert the matrix to make it lighter if I want, so this will suffice for now.
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RE: Display-wide shader/color swap?
I've done something like that by adding a single-color sprite and setting the blending mode to multiply, but ideally, I'd like to have a more robust palette than light red/red/dark red/black.