Version 0.9.3 Branch

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Re: Version 0.9.3 Branch

Post by Arkeus » Sun Oct 27, 2013 11:20 pm

All changes pushed to stable/master.

Re: Version 0.9.3 Branch

Post by Arkeus » Mon Oct 14, 2013 5:53 pm

Not dead. I'm continuing to use it for my own projects. As I add stuff I typically add it to the beta branch. There's just some tedious things I don't want to do that need to be done before I push it all over to "stable".

I highly recommend the beta branch though.

Overall though the library is continued to be worked on, but slowly, since my main focus are projects that use the library (and various other non-flash projects) rather than the library itself.

Re: Version 0.9.3 Branch

Post by cpfmoreira » Mon Oct 14, 2013 5:26 pm

Is this project dead?... I loved it since it came out, or at least since I was introduced to it... Last stable release was released more than one year ago... What's up with it? I would like to start building some things for OUYA, and my concern is, if it's reliable and development will be continued?

Re: Version 0.9.3 Branch

Post by Arkeus » Tue Sep 03, 2013 10:29 pm

Pushed all the latest minor features and bug fixes to beta. Feel free to update as needed.

Will likely be pushing everything to master soon.

Re: Version 0.9.3 Branch

Post by tharo » Mon Apr 15, 2013 12:40 pm

... every time i start something you anounce it as new feature.
Well. I would test ist!

Re: Version 0.9.3 Branch

Post by Arkeus » Sat Apr 13, 2013 12:06 pm

Been adding some more features to tilemaps. Setting tiles to be collide-able on specific sides should now work (getTile(1).collision = LEFT | UP for example). Also, you can now set tiles to be one-way. For example, the cloud tiles in super mario world you can fly up from underneath and they aren't solid, but if you land on top they are. In that case, you'd set the tile's collision to UP and oneWay to true.

I have only done limited testing, so if anyone has a game where they could test out whether it breaks anything (either the new features or old) that'd be awesome. :)

Re: Version 0.9.3 Branch

Post by tharo » Tue Apr 02, 2013 12:08 am

I thought bout it and by beeing oop compform this is all that I would wish for.
Cant wait to test this feature :>

Re: Version 0.9.3 Branch

Post by Arkeus » Mon Apr 01, 2013 6:14 pm

tharo wrote:Nice Thing. I was working on something simular ... Is there a connection that allows a User to "manage" this Feature?


There's a default segment size that is calculated automatically, but you can also explicitly pass in any segment size you want (which if it is the full map, the map will be a single segment like normal), if that's what you mean by manage.

Re: Version 0.9.3 Branch

Post by tharo » Mon Apr 01, 2013 1:21 pm

Nice Thing. I was working on something simular ... Is there a connection that allows a User to "manage" this Feature?

Re: Version 0.9.3 Branch

Post by Arkeus » Sat Mar 30, 2013 8:57 pm

New feature in beta: Segmented tilemaps. When you create a tilemap, it will segment it into screen-sized segments and only draw the visible ones. The upside of this is you can create very large maps now, which wasn't possible before. Not that loading maps can take awhile though if you're creating huge 500x500 maps. Runtime performance should stay pretty much constant even with very very large maps, though.

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