Making Games With FlashPunk: Episode 3 - Using Tilemaps and Grids
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Hey Zach. I really like your Tutorials and I appreciate them a lot. I would like to know why you changed so much code for the movement and collision update between video 2 and 3 and didn't bother to show it to us. As I tried to recreate every parts of code that were visible during the video, I ran into some errors and would like to know how to fix them. Is there any chance you will show us what exact changes you made and why? Thanks.
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@Sonic88 and @saykharng
Awesome! So glad I could help you!
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@Kablasto I was roaming around web, just to understand the static thing, Your help is fuckin awesome. I love you man Muwwwhaaa :P
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Thanks a lot for that =), seriously...
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Why didn't you include the part where you created the assets class? Seems like a crucial bit.
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"Here's a face" lol that was great!!
Thanks for the tutorial, please do more!!! :D
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Very well done mate. 1080 almost let's me read the code clearly lol
For anyone that needs it, I assume it's basically this:
public class Assets extends Entity { [Embed(source = '../assets/tiles.gif')] static public const SPRITE_TILESET:Class;
Kablasto 1 year ago 6
What is ASSETS?
It's a variable that refers to the embedded image. (see @Kablasto comment below)
Flashpunk version changed, methods also changed:
setRegion -> is now setRect
setCell -> is now setTile
I guess it was done to maintain naming consistency across the toolkit, which I completely understand.
elouai 1 year ago 4