Is there a tried and tested method for adds or in app purchases on android and ios for the current version of haxeflixel.
I see some github projects but I would like to know if these actually work
I am wondering if there is anywhere on the internet where teams are wanting/needing people to help out with there project.
I did find this http://www.teamups.net but nothing haxeflixel specific which is what i would like ideally.
Personally, i am looking for a project to join, i am a software developer with 4 years enterprise application experience in C#, VB.net, T-SQL etc and a great believer in clean code :) .... but have always had an itch to produce a game.
I have been thinking of making my own and going lone wolf quite a bit but honestly i would like to work more in a team.
Anyone here have a project?
Very cool portfolio there mate, loads of great stuff. I think the flxSpriter tool is something i could definitely use
Maybe nest the just released inside of the just pressed.
I think that due to how fast delta time runs both events are being fired within the scope of the update method due to some sort of polymorphic behaviour.
For(pressed in pressedevents)
I've seen code like that in touch events for android
I actually don't know, but for a good guess I would say there is some inhertant behaviour going on between the two events and you may need to be more specific in your logic than you originally thought you would need to be. Try, though not for production rather as an experiment some boolean flag to try and distinguish between pressed and released, see what happens
@joff very cool, the game on youtube looks great best of luck
I'm intrigued, what is the project and do you have screenshots/website.
What size if the code base, and where do you see yourself coming unstuck, what experience do you already have in coding. (trying not to be nosy or insulting here just trying to get a grasp of what someone would be looking at if things werent created with SOLID principles or with Clean code in mind, (example no more than 20 lines per method, methods only doing one thing, classes having good cohesion)).
Also what platforms are you targeting, if you are targetting android you/we may have to think about resizing art / converting sounds to different format etc which takes time.
I have used two flxbackdrops as scrolling walls the user can bump into using pixel collision and this works on flash however on android the user sprite can pass through the flxbackdrop.
Also I had set one of the flxbackdrop to be flipped in the y position so same image just upside down. The image isn't flipped on android but it works fine in flash... Any ideas guys, thanks for any help
@IBwWG Some details would be nice, looking again through google it would seem that GC depends on the platform you would be building to, that would make me believe that for a CPP target like windows you would have to clean your own memory but not for a HTML5 target for example, i hope we get some answers.
Right i will get straight to he point, i have looked around before asking this, googled away and all that but i am slightly confused.
I come from the pascal/Delphi world and in that world everything that is created must be free'd (FreeAndNil to be exact) inside of a destructor which is inherited then overrided from the base object TObject.
Now its been a while since i looked into haxe and haxeflixel but the last time i did the tutorial on the site mentioned a class (FlxDestroyUtil i think) which was being used in the destructor (i think it said "everything that is created must be destroyed"), now i am looking at the tutorial and i downloaded the latest version of haxeflixel and cannot see the overridden destructor method in the playstate class... where has it gone? (i noticed that there is still a destructor in the flxState class that playstate is inheriting from)
I am also wondering what is the deal with garbage collection in Haxe, i have heard (the openfl people) whispers and a mention here and there on a forum or two that there is a GC and that it is reference counting objects and cleans them up when they become null or out of scope similarly to Java and c# but if that is the case why do you still have this FlxDestroyUtil object which is being used to destroy objects when your finished with them.
Along time ago at university i learned Java and in Java just like in haxe i see code like this "FlxG.switchState(new PlayState());" which is all fine and dandy in c# and Java but a big no no in Delphi or C++ unless the object itself has some sort of reference counter on it or has some sort of self destruct code as you no longer have a reference to it and thus will end up with a memory leak. I can except if there is a GC that when building to a CPP target that it is just "magic" that haxe got all of its memory cleaning correct in the right places.
importantly i really need to know how garbage collection and freeing memory works in haxe because if i make a game for ios and it gets reviewed by apple there is no way they will let some memory leaking garbage (one would hope) anywhere near the app store.. not only that though i try to make the best software i can and i take pride in what i develop. Leaky memory is very bad.
So given all of this can someone tell me, what is going on?
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