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Haxe

haxe
Haxe mac 2 months ago 100%
Haxe Roundup 714 haxe.io
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Haxe mac 2 months ago 100%
Haxe Roundup 713 haxe.io
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Haxe mac 3 months ago 100%
Haxe Roundup 711 haxe.io
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Haxe mac 5 months ago 100%
Haxe Roundup 708 haxe.io
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Haxe mac 6 months ago 100%
Haxe Roundup 706 haxe.io
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Haxe mac 6 months ago 100%
Haxe Roundup 705 haxe.io
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Haxe mac 6 months ago 100%
Haxe Roundup 704 haxe.io
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Haxe mac 7 months ago 100%
Haxe Roundup 702 haxe.io
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Haxe mac 8 months ago 100%
Haxe Roundup 701 haxe.io
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Haxe mac 8 months ago 100%
Haxe Roundup 700 haxe.io
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Haxe Joph 10 months ago 100%
Haxe Roundup 697 haxe.io
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Haxe Joph 11 months ago 100%
Haxe Roundup 696 haxe.io
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Haxe Joph 11 months ago 75%
Haxe Roundup 695 haxe.io
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Haxe Joph 12 months ago 100%
Haxe Roundup 694 haxe.io
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Haxe MxRemy 12 months ago 100%
These are all the same font. (HaxeFlixel) https://lemmy.one/pictrs/image/4a7b81d1-e8b7-4294-897f-fbf16b6758e6.png

Specifically [this font](https://somepx.itch.io/humble-fonts-fantasy), although I've tried a few. Specifically in HashLink. Anyone have any tips or best practices when it comes to fonts and FlxText in general? The default font looks great, but I'm finding that just about every other font I try looks kind of terrible. Like sort of grainy, I guess? The default one looks very crisp in comparison. Also, any non-default font that I put in a FlxButton seems to be vertically way off-center, raised up too high.

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Haxe Joph 12 months ago 100%
Haxe Roundup 693 haxe.io
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Haxe Joph 1 year ago 100%
Haxe Roundup 692 haxe.io
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Haxe Joph 1 year ago 100%
Haxe Roundup 691 haxe.io
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Haxe Joph 1 year ago 100%
Haxe Roundup 690 haxe.io
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Haxe MxRemy 1 year ago 100%
FlxG.collide() vs FlxG.overlap() vs FlxTilemap.overlaps(), with respect to FlxTilemap objects

So, the FlxG collide method knows how to tell which tiles in a tilemap are walls or not walls, but the overlap method does not. If you write a simple custom collision with the overlap method and tell it to `.separate()`, your sprite will collide with every tile in the map, not just the walls. This is expected behavior, as there's a note in the FlxG [documentation](https://api.haxeflixel.com/flixel/FlxG.html#overlap) that says: > this takes the entire area of FlxTilemaps into account (including "empty" tiles). Use FlxTilemap#overlaps() if you don't want that. On the other hand, the [documentation](https://api.haxeflixel.com/flixel/tile/FlxBaseTilemap.html#overlaps) for FlxTilemaps.overlaps() says: > Checks to see if some FlxObject overlaps **this** FlxObject object in world space. If the group has a LOT of things in it, it might be faster to use FlxG.overlaps(). In my scenario I have a lot of tilemaps and just one object to collide with them, the player. The way this is written, I'm thinking I have to call this method for EACH MAP, i.e. `map1.overlaps(player)`, `map2.overlaps(player)`, etc. Whereas with the FlxG method I can pass it the entire FlxGroup of maps as one parameter and the player as another parameter, which seems way better. I guess I could write a function with a loop that iterates through each map doing this one by one, and then call that in `update()`, but I'm getting the impression that it might be really inefficient. What's the best approach here? Am I missing something obvious?

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haxe
Haxe Joph 1 year ago 100%
HaxeJam 2023: Summer Jam itch.io

![https://itch.io/jam/haxejam-2023-summer-jam](https://programming.dev/pictrs/image/1eb774da-7b3a-4c95-ae58-be06eb473d71.png)

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haxe
Haxe MxRemy 1 year ago 100%
Large map/open world games?

I'm back with another noob support question, despite me being a moderator and this being a very small community atm. As far as efficiency/optimization is concerned, what's the best approach to making a really big open world, and then *how do I actually implement it*?? My stack: - OS: Windows 10 - IDE: VSCode - Game engine: Haxe Flixel - Pixel art: PixiEditor - Map making: LDtk I know how to just make one huge level, that's easy enough, but I've heard that might be inefficient memory-wise? I tried setting up multiple levels in LDtk, and importing each level into its own FlxTilemap. But then I couldn't figure out how to get more than one tilemap to actually display? Only the first one I add shows up. Maybe the second one is loaded but just hidden underneath it, but if so, how do I tell a FlxTilemap where it should show up? They seem to default to (0,0) and I didn't any method to change that. Or maybe you can just only have one tilemap in any given scene at a time? Would it be better to use the render method of the LDtk api instead of a FlxTilemap? I heard FlxTilemap is more efficient because it batch renders everything, whereas the LDtk api renders each tile as its own sprite. One last question. When I switched from Ogmo to LDtk, suddenly I couldn't compile to Neko anymore. I get an `Uncaught exception - std@module_read` erorr. I can test the game in HTML5, but it's slower, and also for some reason the browser keeps caching old versions of the game so I have to clear everything to see any changes. Places I've looked for answers so far: - A guide from [Ohsat Games](https://www.ohsat.com/tutorial/flixel/using-ldtk-with-flxtilemap/index.php) - The [LDtk documentation](https://ldtk.io/docs/game-dev/haxe-in-game-api/) - The [Flixel documentation](https://api.haxeflixel.com/flixel/FlxG.html#worldBounds) - This question on [Stack Overflow](https://stackoverflow.com/questions/38547514/how-to-implement-a-continuous-world-based-on-flxtilemap) - This issue on [GitHub](https://github.com/openfl/openfl/issues/1160) - The example projects in the repo for the [LDtk Haxe api](https://github.com/deepnight/ldtk-haxe-api/tree/master/samples) - ...and some discussions on the [Deepnight Discord server](https://deepnight.net/go/discord) Maybe the answer is actually in these sources, but I'm too much of an amatuer to see it? Either way, I'd really appreciate some advice!

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haxe
Haxe Joph 1 year ago 100%
Haxe Roundup 689 haxe.io
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Haxe Joph 1 year ago 100%
Haxe Roundup 688 haxe.io
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Haxe Joph 1 year ago 100%
Haxe Roundup 687 haxe.io
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Haxe MxRemy 1 year ago 100%
Working with huge chunks of formatted text?

Working on a text-based game in HaxeFlixel, and I'm wondering if there's a best practice for dealing with the text itself. There's a lot of it, and it's full of newlines and quotes and such. I imagine putting it in the actual Haxe script is probably not the best way, since you'd have to use a zillion escape characters? So like maybe a Markdown file where you could tag each text block something appropriate, and then parse it from Haxe? EDIT: I ended up just keeping all the dialogue in a simple .txt file. I wanted to make adding dialogue as accessible as possible for people with limited computer skills, basically. And it actually turns out that Haxe's string parsing will handle alllll the escaping for you, so they can pretty much use any characters they want! Except colon (:). They just have to give the dialogue a title inside colons like :this:, and I have it set up to parse the .txt into a dictionary where the titles are the keys and the dialogue is the corresponding value.

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haxe
Haxe Joph 1 year ago 100%
Haxe Roundup 686 haxe.io

I remember the Haxe roundups being posted on release on the subreddit. Should we do the same here?

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haxe
Haxe MxRemy 1 year ago 100%
Running a Haxe Docker Image on Gitpod? https://hub.docker.com/_/haxe

Has anybody managed to get this to work, using any version of Haxe or any OS? Every one I try has various errors and won't load. 😅 If anyone has, I'd LOVE to see your yml file/etc for it!

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