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The Flash 'Reg' Lounge

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Response to The Flash 'Reg' Lounge 2014-06-03 20:33:10


How do you test something like hello world on an iphone? I saw the links to apple's dev center, but I don't want to shell out $100 and end up not wanting to dev on mobile. Are there any recommended emulators?

I'm on windows, so if the answer is "Get a Mac" then that's dumb.

Response to The Flash 'Reg' Lounge 2014-06-03 21:46:49


At 6/3/14 08:33 PM, MSGhero wrote: I'm on windows, so if the answer is "Get a Mac" then that's dumb.

Wanna develop for iDevices?
Get a Mac.

-.-'

Programming stuffs (tutorials and extras)

PM me (instead of MintPaw) if you're confuzzled.

thank Skaren for the sig :P

BBS Signature

Response to The Flash 'Reg' Lounge 2014-06-03 21:55:13


At 6/3/14 09:46 PM, egg82 wrote:
At 6/3/14 08:33 PM, MSGhero wrote: I'm on windows, so if the answer is "Get a Mac" then that's dumb.
Wanna develop for iDevices?
Get a Mac.

-.-'

I mean with openfl I can dev for ios, but I can't legally test my app if that's the case >.>

Response to The Flash 'Reg' Lounge 2014-06-03 23:18:17


Before the appstore revolution (2007-2008) the only way we could develop for iOS was through a text editor and an incomplete and UNOFFICIAL Linux toolchain for 'iPhone OS 1.1.4'. The first appstore for iOS ever was called 'Installer' and required a jail broken device. Now you're forced to use an underpowered mac, xcode (heavy, extremely shit despite all the work that has gone into it) and pay that $99.

If you want to publish to ios with openfl you'll still need to shell out $99 p/year for a Dev license w/ apple. Only then can you get your required 'app provisioning profile' and accompanying signed certificate to use with openfl, air, unity, udk, xcode, etc.

/Typingonphone

Response to The Flash 'Reg' Lounge 2014-06-04 00:00:13


At 6/3/14 11:18 PM, slugrail wrote: If you want to publish to ios with openfl you'll still need to shell out $99 p/year for a Dev license w/ apple. Only then can you get your required 'app provisioning profile' and accompanying signed certificate to use with openfl, air, unity, udk, xcode, etc.

/Typingonphone

Dear Publisher:

With the press of a button I can make an untested iOS game, but I am neither an Apple Developer nor a Mac owner. I cannot test the game until both of these are true. Help a brother out?

Response to The Flash 'Reg' Lounge 2014-06-04 01:18:23


At 6/4/14 12:00 AM, MSGhero wrote: Dear Publisher:

With the press of a button I can make an untested iOS game, but I am neither an Apple Developer nor a Mac owner. I cannot test the game until both of these are true. Help a brother out?

Not sure if OpenFL relies on Adobe AIR for iOS publishing but if it does then it'll create an IPA file that you can use to install on your device. BUT 1) you'll need an authentic provisioning profile and 2) you need a valid (signed & certified by Apple's dev servers) certificate for it to install on your iOS device. If OpenFL DOESN'T rely on Adobe AIR for publishing to iOS then chances are it'll just spew an XCode project that you'll need to manually compile on a Mac.

So:

1) if it packages the app into an IPA file on a Windows machine like Adobe's AIR does, then you can simply install it on your device through iTunes. But...

2) if it outputs an Xcode project file, you'll need a Mac to compile and create a packaged IPA file.

In both cases, you NEED a provisioning profile and authentic dev certificates. With one exception, with number 2 (XCode), there are ways to create an unsigned IPA file that can be installed only on a jailbroken device.

So... it's possible to test on your device without a Dev account but you'll need to have a jailbroken device and an IPA Installer (such as the one I've developed, conveniently and generically called 'IPA Installer', available on Cydia - free advertising!) as well as an on-device tweak that removes Apple's 'FairPlay' DRM (called 'AppSync' and commonly used to install pirated apps; developer-piracy paradox?).

Response to The Flash 'Reg' Lounge 2014-06-04 09:03:43


At 6/4/14 01:18 AM, slugrail wrote: stuff

The lockscreen stuff in ios7 made me not care about a jailbreak (though I miss shift+delete to delete a word). I used appsync but then stopped and removed those games once I started devving. Ironic that I could use it now.

Looked it up and yeah need a Mac. That's cool, no ios version of anything I make.

Response to The Flash 'Reg' Lounge 2014-06-07 01:13:28


At 6/4/14 09:03 AM, MSGhero wrote: Looked it up and yeah need a Mac. That's cool, no ios version of anything I make.

Now that I think about it, html5 games can run on mobile. I haven't tried it yet, but I could test resolutions there since that's my biggest concern... WebGL in ios8 makes that more interesting.

Response to The Flash 'Reg' Lounge 2014-06-09 08:49:52


At 6/3/14 08:33 PM, MSGhero wrote: How do you test something like hello world on an iphone? I saw the links to apple's dev center, but I don't want to shell out $100 and end up not wanting to dev on mobile. Are there any recommended emulators?

I'm on windows, so if the answer is "Get a Mac" then that's dumb.

The $100 isn't avoidable. Using windows to dev on is fine (I use it)


- Matt, Rustyarcade.com

Response to The Flash 'Reg' Lounge 2014-06-11 23:55:19


Haxe will target swift soon #worldDomination

Anyone participating in the Power of 3/4 jam? Once I get a team together, I'll be blogging about it fairly frequently.

Response to The Flash 'Reg' Lounge 2014-06-14 10:11:34


At 6/11/14 11:55 PM, MSGhero wrote: Haxe will target swift soon #worldDomination

Anyone participating in the Power of 3/4 jam? Once I get a team together, I'll be blogging about it fairly frequently.

I'll probably participate. I want to submit it from an alt tho. Maybe with a totally different name or uncredited. I've been feeling intrigued to make stuff without the stigma of my old fanbase. Start fresh / new.


None

BBS Signature

Response to The Flash 'Reg' Lounge 2014-06-16 01:36:15


Me, January 2013:
"I know! I'll learn Unity and make a simple game in a couple months and not go crazy overboard in scope and shaders and graphics tech like I did for closure"

Me, 18 months later:
"Oh sweet I only need to write 3 shaders and add 2 renderpasses for this effect"
http://gfycat.com/TameOblongGuineapig

Response to The Flash 'Reg' Lounge 2014-06-19 14:59:38


new version of FD.
Well, that's new


Programming stuffs (tutorials and extras)

PM me (instead of MintPaw) if you're confuzzled.

thank Skaren for the sig :P

BBS Signature

Response to The Flash 'Reg' Lounge 2014-06-19 20:15:21


At 6/19/14 02:59 PM, egg82 wrote: new version of FD.
Well, that's new

I wish you drew a red arrow so I knew what to react to. Only thing I find interesting is FP14.

So HaxeFlixel doesn't have pre/postUpdate. I'm not surprised, they weren't useful. but was was useful was overriding states and display groups to perform the following psuedo code:

for each(member in members) member.preUpdate(); for each(member in members) member.update(); for each(member in members) member.postUpdate();

rather than the default:

for each(member in members) { member.preUpdate(); member.update(); member.postUpdate(); }

it was nice not having to worry about update order. I can still do this in my current project, which is a port of an old as3 flixel project that depended on this for collisions.

Anywho... Anyone know a good Json Serializer. While this this gets the job done, it's not what I was Hoping for.

Response to The Flash 'Reg' Lounge 2014-06-19 21:14:02


At 6/19/14 08:15 PM, GeoKureli wrote: Anywho... Anyone know a good Json Serializer. While this this gets the job done, it's not what I was Hoping for.

Curious as to what more you could need from a JSON serialiser. What are you hoping for exactly?

Response to The Flash 'Reg' Lounge 2014-06-20 00:12:08


At 6/19/14 09:14 PM, slugrail wrote:
At 6/19/14 08:15 PM, GeoKureli wrote: Anywho... Anyone know a good Json Serializer. While this this gets the job done, it's not what I was Hoping for.
Curious as to what more you could need from a JSON serialiser. What are you hoping for exactly?

As3's xml serializer is way better. And XNA had typed object serialization, as in custom classes. I was expecting what I got, but I've got got some work to do, in order to get what I want.

Response to The Flash 'Reg' Lounge 2014-06-20 00:26:02


At 6/20/14 12:12 AM, GeoKureli wrote: As3's xml serializer is way better. And XNA had typed object serialization, as in custom classes. I was expecting what I got, but I've got got some work to do, in order to get what I want.

Haxe has IExternalizable which is what I use in as3. You get a bytearray out of using that which isn't helpful if you're looking to make a readable serialized file. Git search, DSON (doge serialized object notation) looks as promising as it sounds.

Response to The Flash 'Reg' Lounge 2014-06-20 00:39:19


At 6/20/14 12:26 AM, MSGhero wrote: Haxe has IExternalizable which is what I use in as3.

I'm avoiding all platform specific libraries, but that looks similar to XNA's ISerializable.

Git search, DSON (doge serialized object notation) looks as promising as it sounds.

that's... adorable

Response to The Flash 'Reg' Lounge 2014-06-20 08:32:11


At 6/20/14 12:26 AM, MSGhero wrote: Git search, DSON (doge serialized object notation) looks as promising as it sounds.

If ever you wanted the usefulness of JSON but without all that pesky readability and approachability:

such "foo" is "bar". "doge" is "shibe" wow
such "foo" is such "shiba" is "inu", "doge" is yes wow wow
such "foo" is so "bar" also "baz" and "fizzbuzz" many wow
such "foo" is 42, "bar" is 42very3 wow

"wow" indeed.

Response to The Flash 'Reg' Lounge 2014-06-20 11:47:41


At 6/20/14 08:32 AM, Diki wrote:
such "foo" is 42, "bar" is 42very3 wow // {"foo": 34, "bar": 17408}

After messing with octal calculator, I guess 17408 is 42000 in decimal

Response to The Flash 'Reg' Lounge 2014-06-20 12:14:03


At 6/20/14 11:47 AM, GeoKureli wrote:
At 6/20/14 08:32 AM, Diki wrote:
such "foo" is 42, "bar" is 42very3 wow // {"foo": 34, "bar": 17408}
After messing with octal calculator, I guess 17408 is 42000 in decimal

Ohh I was wondering what was going on there. Octal is a bigger turnoff than the syntax.

Response to The Flash 'Reg' Lounge 2014-06-20 13:45:48


Guys
Guys
omg guys

DConsole is the coolest thing. I was recompiling to test different jump accelerations and gravities, but omg this saves me so much time. I think flixel has its own console of some sort, but it doesn't use hscript so it can't be this good. Someone made a calculator with hscript that actually parses the input (like a graphing calculator) rather than how a normal calculator works.

if haxe is magic and nape is dark magic, hscript is the deathly hallows

Response to The Flash 'Reg' Lounge 2014-06-20 14:23:57


At 6/20/14 01:45 PM, MSGhero wrote: Guys
Guys
omg guys

DConsole is the coolest thing.

I was expecting a doge console, what I saw was much more useful, and almost as cool.

Response to The Flash 'Reg' Lounge 2014-06-23 19:57:32


My code runs faster when I have Scout open. Flash is like "shit, we're being watched, get your act together." 60 fps until I close Scout, then it drops to 32...

Response to The Flash 'Reg' Lounge 2014-06-24 12:20:26


Hi guys! I'm back-ish. (Back to NG, but not back to Flash until next year at the earliest.)

Anyway, I'm going to drop this here on the off-chance that anyone wants to have a peek.

Writing games with the HTML DOM is so much simpler and time-saving than in Flash. I don't have that much time for coding, so I'm going for a quick HTML5 RPG, based very heavily on this:

PS I haven't implemented the '36th strategem' option yet. See if you can guess what it means! :P

Response to The Flash 'Reg' Lounge 2014-06-24 13:47:59


At 6/24/14 12:20 PM, FlyingColours wrote: quick RPG

Ha, that's funny.

Response to The Flash 'Reg' Lounge 2014-06-24 19:49:45


At 6/24/14 01:47 PM, MSGhero wrote:
At 6/24/14 12:20 PM, FlyingColours wrote: quick RPG
Ha, that's funny.

It's short, linear, text-based and written with HTML DOM elements. It's much eaiser than your RPG, hence 'quick'.

Response to The Flash 'Reg' Lounge 2014-06-24 20:08:29


At 6/24/14 07:49 PM, FlyingColours wrote: It's short, linear, text-based and written with HTML DOM elements. It's much eaiser than your RPG, hence 'quick'.

We'll see if you maintain that position 5 months from now when more bugs are being found in the final week of the game than the rest of development combined because now people give the game test runs and omg my code is so bad and--wait I'm projecting, sorry.

Response to The Flash 'Reg' Lounge 2014-06-24 22:10:31


At 6/24/14 08:08 PM, MSGhero wrote:
At 6/24/14 07:49 PM, FlyingColours wrote: It's short, linear, text-based and written with HTML DOM elements. It's much eaiser than your RPG, hence 'quick'.
We'll see if you maintain that position 5 months from now when more bugs are being found in the final week of the game than the rest of development combined because now people give the game test runs and omg my code is so bad and--wait I'm projecting, sorry.

You obviously didn't see the 'short' bit. :P I'm finishing it in a week at most. There are only four combat areas, each part of the goal (swim to the hill, get to the Bridge of Helplessness, climb the Yin Mountain, and enter the City of Wrongful Deaths). It really is short. Also, there's no party - only the protagonist, no skills, no MP, no items except equipment, no inventory... I'm kinda testing waters. If people like this (based on the comments, not score, since I know people will downvote for brevity), then I may make a longer sequel with more features. (I'll set up the plot so that people will want one.)

Response to The Flash 'Reg' Lounge 2014-06-24 22:21:25


At 6/24/14 10:10 PM, FlyingColours wrote: Also, there's no party - only the protagonist, no skills, no MP, no items except equipment, no inventory... I'm kinda testing waters.

I thought mine would be fairly short (nope). But if there's no party or skills or anything then I believe you.