there was an indiegogo campaign ran by defender's quest awesome devs to get funds to hire alexander hohlov for a year and they ended up making 2x the money so if i'm not mistaken that's the way haxeflixel's development is mostly funded at this time
Posts made by zkylon
RE: Why is HaxeFlixel Patreon so dead?
RE: Get full stage size on Android
Does immersive mode work? That usually enables with a slight delay, maybe stageWidth is 1196 on startup but 1280 slightly later?
I'm sorry but idk how to set that up? Not super familiar with mobile dev
I just use
FlxG.scaleMode = new FillScaleMode();. works with all screen resolutions.
Won't this deform the stage to fill all the space?
I would live to avoid that at all costs
Thanks for the replies!
Get full stage size on Android
Hi, I'm currently scaling and rearranging my game's graphics according to the device's resolution but i'm having trouble getting the real resolution of my test phone because Lib.current.stageWidth returns 1196 instead of the actual 1280 that I would need.
I'm guessing this is because I think Lib.current.stageWidth is probably not counting the top bar or something like that, but I would love to hear if anyone has got any advice or ideas of how I could fetch that actual 1280 number
RE: std@module_read issues when building for neko
Sorry I couldn't get along to your reply sooner, is there a way of telling which version of Neko is being used or pointing OpenFl the right way?
All I've done some far is replacing the Neko 2.0 installation files with the Neko 2.1 and at least if I execute "neko" in cmd it does say 2.1.0.
std@module_read issues when building for neko
I added some high res images to my game yesterday and since then i can't seem to be building for neko, with the just "std@module_read" showing up on console as an error. I've had the same issues a while ago and based on this and some other resources online have added the lines
<haxedef name="no-inline" if="neko"/> <haxedef name="dce=full" if="neko"/>
to Project.xml as suggested, as well as trying with both neko 2.0 and neko 2.1 but no luck, and I can build just fine on cpp as target but I would prefer to go back to the short neko build times. I know it's got something to do with build size but the game is only 50mb so it shouldn't be that big of a deal.
This is also probably more of a neko/openfl issue than Haxeflixel, but maybe someone has an idea. I'm probably gonna buy a TexturePacker license and more aggressively reducing the size of my high resolution images in the meantime...
RE: Working with flipped objects on tiled
we actually spent quite a bit trying to get this done a while ago and we got stuck and ended up not using tiled's flip toggles cos there were issues with the precision of 32 bit ints vs 64 bit, and a conversion that worked on linux would not work in windows. i think it was specifically an issue with horizontal flips? can't remember atm
i'm not good at this stuff either, so i think there might be a better solution to the issue but i feel like making a custom exporter for tiled that just creates two extra custom properties might be better, or just have conditionals that parse the gid differently depending on platform
it's kind of a headache, really
i'll try and find our old gid parsing code for you and see if it's at least a good starting point
(edited: terrible writing)