Flixel for Monkey

108 replies to this topic
Posted 10 months ago #101
Neuro

Visual.debug no longer working on the latest version?

 
Posted 10 months ago #102
devolonter

Visual debug works only in debug mode by default. If you want to force enable debug in release mode you should enable flixel debug with #FLX_DEBUG_ENABLED = True

 
Posted 10 months ago #103
Neuro

Ahh thanks, got it now.

 
Posted 7 months ago #104
ilovepixel

Hey devolonter,

I downloaded the latest version of Flixel and it gave me this error, even with the banana examples.

/flixel/flxconfig.monkey<46> : Error : Cannot convert from Bool to String.
 
Posted 7 months ago #105
Neuro

Yep needs an update. Also much more errors with v77d. Devolonter a probably a bit busy with the site redesign now so not sure when he'll get to updating it.

 
Posted 7 months ago #106
devolonter

Hi guys!

Thanks for the reports, I known about these issues. I’ll provide some news about that next week. But currently, you can try to use version from develop branch, it should work properly.

 
Posted 5 months ago #107
Whiteball

Thanks for all the great work on Flixel for Monkey. I'm currently using it on my project and its been great to use and speeded up my dev time no end.

I'm currently trying to use the slots and signals stuff but not having much luck. Can anyone help out with a code example (simpler the better, I'm not that good yet).

 
Posted 3 months ago #108
Whiteball

Having trouble now with scaling tilemaps and lines between the tiles. Might have to give up on this as I can't seem to find a fix.

 
Posted 3 months ago #109
devolonter

Hi, Whiteball.

Sorry, I missed your first message… I hope you solved the issue with slots and signals.

Regarding the lines between tiles. It may occur when your tiles’ sprite didn’t have padding between frames. In your case you can try one option from the following:

1. Set #MOJO_IMAGE_FILTERING_ENABLED=False
2. Set Image.DefaultFlags = Image.XYPadding before loading resources
3. Add 1px transparent padding to each frame of your tiles strip and set Image.DefaultFlags = Image.XYPadding before loading resources