No worries dude I kept skimming over the thread because I was just assuming it was another post that likely could have been posted in the 'ToA'. Little did I know it was a bad ass flash game!
This game uses the same engine that I'm using for my Zero Punctuation entry. (Flixel) I highly recommend it for anyone who wants to make games and knows some AS3. I've been able to get a lot done with it quickly, and the performance on it is really good.
This game uses the same engine that I'm using for my Zero Punctuation entry. (Flixel) I highly recommend it for anyone who wants to make games and knows some AS3. I've been able to get a lot done with it quickly, and the performance on it is really good.
Can flixel be used for stuff other than pixel art? E.g. some handpainted 720p backgrounds, hires sprites etc. I want to spend an hour or two a day learning some coding and looking for right platform now. Maybe after a year I will be able to actually do some fun indie game experiments
Can flixel be used for stuff other than pixel art? E.g. some handpainted 720p backgrounds, hires sprites etc.
(Shrug) Sure. There's nothing stopping you from loading images of any resolution into Flixel. It uses basic square sprites for its collision detection and level editing. But you aren't actually required to use those constraints for actual rendering. And you always have the option of loading in individual images as sprites objects with whatever resolution you please, and then layering them behind or in front of the play field. In the game I'm working on, I'm loading an image as a sprite that takes up the entire real estate of the screen, and using it as the background for my menu, easy as pie.
If you felt like it, you could use transparent blocks for your level editing and collision detection, and then layer a hand-painted texture over them. The game would hit-test for platforming based on the invisible sprites, but would render your painted work as the level's actual graphics.
The sprite resolution is also independent of game logic. The only requirement at the moment is that sprite graphics are square. Aside from that, they can be whatever resolution you please. The sprites used in the demo game are 16x16 pixels. But my game is using a 64x64 sprite for the main character, and 32x32 sprites for the level. You adjust the hit box for your character in the code, so the hit testing can be non-square, even if the sprite graphics are square.
The square sprite constraint only relates to animated sprite sheets. Individual sprites can be whatever resolution or aspect ratio you like. Flixel's animation system takes an image, and divides it up as a series of squares based on its height. So sprite sheets tend to be horizontally long. There are ways around this if you know enough coding, but that is how it works by default.
I think this game would benefit from planned out non-changing levels (like Dino Run). It would allow for a lot more interesting play, more interesting terrain, more techniques and other fun stuff. Think of the Mirror's Edge flash game for a good example of how much cooler this could be.
Some hour or two after setting a personal goal at 10k, I finally reached 11627 meters. There is one slight difference that you may not have seen unless you've made it a few thousand. There's a giant ship silhouette that slowly drifts by in the background at one point. But that's as exciting as it gets... I found it easier to play with the music turned off. The bombs that fall from the sky actually give you ample time to prepare; you hear them fire off before you even jump onto the roof they'll land on.
But then, I clicked on all the links at the bottom of the page. And I ended up sitting almost three hours (on and off-ish) with Closure. If you haven't yet, look for the Closure link at the bottom of the Canabalt page and check it out! It's a puzzle platformer with a pretty eerie theme, and a little bit of a story that slowly reveals itself through the levels.
Replies
humanrun
same difference with more desaturation
i love those good ole simple games... just flat out fun to take a breather
I always liked zombie grider 2000 or whatever it was, kind of the same thing, but your a fat guy running to heavy metal killing zombies.
2410m
edit: 3451m bitches! god this is addictive
i suck
cool colors
dang, and I was really hoping the game had a real ending
Does the main character remind anyone else of Michael Jackson? ... I think it's the white socks.
Can flixel be used for stuff other than pixel art? E.g. some handpainted 720p backgrounds, hires sprites etc. I want to spend an hour or two a day learning some coding and looking for right platform now. Maybe after a year I will be able to actually do some fun indie game experiments
Visual programming, and some sweet stuff has been made with it.
http://www.clickteam.com/eng/mmf2dev.php
All the niflas and konjack games released have been made with it .
http://www.konjak.org/
http://nifflas.ni2.se/
(Shrug) Sure. There's nothing stopping you from loading images of any resolution into Flixel. It uses basic square sprites for its collision detection and level editing. But you aren't actually required to use those constraints for actual rendering. And you always have the option of loading in individual images as sprites objects with whatever resolution you please, and then layering them behind or in front of the play field. In the game I'm working on, I'm loading an image as a sprite that takes up the entire real estate of the screen, and using it as the background for my menu, easy as pie.
If you felt like it, you could use transparent blocks for your level editing and collision detection, and then layer a hand-painted texture over them. The game would hit-test for platforming based on the invisible sprites, but would render your painted work as the level's actual graphics.
The sprite resolution is also independent of game logic. The only requirement at the moment is that sprite graphics are square. Aside from that, they can be whatever resolution you please. The sprites used in the demo game are 16x16 pixels. But my game is using a 64x64 sprite for the main character, and 32x32 sprites for the level. You adjust the hit box for your character in the code, so the hit testing can be non-square, even if the sprite graphics are square.
The square sprite constraint only relates to animated sprite sheets. Individual sprites can be whatever resolution or aspect ratio you like. Flixel's animation system takes an image, and divides it up as a series of squares based on its height. So sprite sheets tend to be horizontally long. There are ways around this if you know enough coding, but that is how it works by default.
man you guys are great at cannabalt. yikes. I like Pixel jams rat maze. I think its the music. LOL
Muzz those games look neat, but I think I really need to get my hands dirty with coding - for more flexibility and stuff.
I think this game would benefit from planned out non-changing levels (like Dino Run). It would allow for a lot more interesting play, more interesting terrain, more techniques and other fun stuff. Think of the Mirror's Edge flash game for a good example of how much cooler this could be.
It has potential but it didn't grab me for long.
But then, I clicked on all the links at the bottom of the page. And I ended up sitting almost three hours (on and off-ish) with Closure. If you haven't yet, look for the Closure link at the bottom of the Canabalt page and check it out! It's a puzzle platformer with a pretty eerie theme, and a little bit of a story that slowly reveals itself through the levels.