Nightly builds for FlxBox2D

The FlxBox2D project got nightly builds now. Everytime a change is pushed a new build will be created like the flixel-gdx project. You can find the libraries in a separated zip in our nightlies. Same goes for the documentation.

Put the jars in your project and add them in the class path. Happy coding ~(^o^)~

Posted in Box2D, ExtensionLeave a comment

Quick update

Hello folks, long time no posts. I’m back, kinda. First of all, I got my own home; it’s about 3 km from my job. I got most things done at my new home. I got internet and my PC is running again. Time to develop on flixel-gdx again.

I’ll take a look at the current issues and then at the changes at FlixelCommunity v3.0. @as3gamegears managed to implement GPU into the AS3 version of flixel. We don’t need that part, but there a lot of other changes the team made. Like the folder structures and moving methods from FlxU and FlxG into separated classes. They also improved the debug console.

I’ve updated a nightly version of libgdx 31-10-2014 on the server and there are no errors it seems. I’m planning to use Waffle, so you can see what I’m currently working on. Soon I’ll update the issue tracker with features that I’ll implement.

Anyway, there is a new game on the Android Play store and App store built with flixel-gdx. The game is called “Spider Water Up”. The spider needs to climb up before it gets drowned. The control is very easy, just swipe the direction to let it jump. It uses Google Play Game Services for the leaderboards and trophies.

Spider Water Up
Android Play Store
App Store

New updates, hopefully very soon.

Posted in flixel-gdxLeave a comment

Goodbye OpenGL ES 1.x

Hello folks, it’s been a while. Our team is too busy with their daily job, so you won’t expect much updates. That being said, now the real story.

OpenGL ES 1.x is gone

Libgdx removed OpenGL ES 1.0 since they released v1.0. In the flixel-core we removed that as well. What does this mean for you? Do you need to adjust your code? Do you need to learn OpenGL ES 2.0 now? The answer is no. Everything will just run fine as it used to be. The difference between GLES10 and 20 is the way they render. GLES10 uses the fixed-function rendering pipeline and GLES20 uses shaders which is dynamic.
What will you benefit? You can use shaders to create cool effects. Other than that I don’t know. You won’t gain performance boost.

For Android, the minimum requirement to support GLES20 is 2.2. Libgdx has already dropped everything below that. Only 0.1% of users still got a GLES10 device. About the other platforms, HTML5 uses WebGL which is based on GLES20 and iOS only supports GLES20. If you want to stay at GLES10 for what ever reason, you should stick with the stable v0.06. However, we won’t do any fixes on that anymore. We are done here!

Tilemap Y-up only

Libgdx decided to drop y-down support for tilemaps, because it’s hard to maintain both. If you are using Tiled editor you’ll notice that everything is upside down and the tiles are rendered wrong. Fortunately there is a solution. You can write your own loader and read out the .tmx (xml format) values with XMLReader or like I did with JsonReader. The new code looks simple and nice.

Ok guys, this is it for now. I can’t tell when the next update will happen. See ya!

Posted in flixel-gdx, OpenGL ES 2.01 Comment

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