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Updated Whack! for Starling 1.1 #2
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Hi Daniel, Oh, wow, thanks for the work! Let me take a look at it. I've finally been working on the game again and had finished the update to the new framework last week (just hadn't checked it in to github). Let me take a look at your work, I'm actually really interested to see where we've done different things and learn from what you've done! Sorry for the downtime on the game. I had to shut my company down in December and took a couple month sulk. ;) Now that I'm over that, I'm back on to my projects. Justin -----Original Message----- Hi Justin, I'm Daniel, the main developer of Starling. First of all I must thank you for the amazing work you have done with Whack! You did a great job, especially considering you worked with such an early version of Starling. =) Since I had to make quite a few changes to Starling since the original release, especially for performance optimizations, Whack does not compile with the latest Starling version at the moment. Thus, I took the liberty of updating it for the latest version, Starling 1.1 (which will be released within the next days). This pull request contains that update. Furthermore, I removed the Starling code from the project, so that people can reference Starling directly (the latest versions contain swc files for that). If you'd like to have that differently, you can do so, of course. I just committed the source just as I used it on my system. It would be great if you could accept this pull request! Then people could look at the Whack code in combination with the latest Starling version. Thanks in advance! Daniel You can merge this Pull Request by running: git pull https://github.com/PrimaryFeather/Whack master Or you can view, comment on it, or merge it online at: -- Commit Summary --
-- File Changes -- M .actionScriptProperties (20) -- Patch Links -- https://github.com/byxb/Whack/pull/2.patch Reply to this email directly or view it on GitHub: !DSPAM:415,4fa03488644381145813851! |
Wow, thanks for that FAST response! Great to hear that you've been working on the game yourself -- in that case, you can safely close the pull request, of course. I know that updating the code was more work than one would expect, especially the "DrawImage" part; sorry for that! This is the part of Starling that was seriously changed, and there's currently no easy way to re-use the AGAL code from another class. Thus, I added the rendering code directly there. Your code in "LargeImage" motivated me to make a small change to the Quad and Image classes; the way the vertex data is manipulated is now cleaner, and thus easier for subclasses to change. Thanks for pointing me at that issue! ;-) BTW, the way you created that tunnel is brilliant -- I wouldn't have thought of that! Definitely something I will reuse some time in the future. ;-) I'm sorry to hear you had to shut down your company! Good luck with whatever you're now up to!!! Daniel |
ok, I responded quickly once, and then a month goes by. ;) I just pushed some changes that make the game work with 1.1 just now. I've been running into an issue BTW, that I'm hoping that you may have heard of before I go tearing through a lot of code. On my macbook I'm getting a lot of tearing that does not show up on my PC. I've tested on several different macs and gotten similar results on different Flash Players. I'm guessing its a player issue, but since it only seems to happen on the background during the game, something specific that I'm doing seems to be invoking the bug. My first area of investigation is going to be the texture mapping for the background elements. Since they are infinitely looping I'm wondering if really high UV coordinates might be having some issue. I never bothered to modulo then back to more normal values. After that I'd look at the number of overlapping textures. The tearing seems worse near the ground/sky border, and that is where things are the most densely packed. Anyways, if you have an ideas, I'd love to hear them, otherwise I'll let you know if I find anything. |
Hi Justin! Cool, thanks a lot for pushing your updates! I'll tweet that to our users right away! =) As for your issues, are you talking about a missing vsync, or something else? If it's the vsync, I've seen that myself in some games/players, but I haven't found a way around it yet, either. I think it has to do something with the Flash player, I can't control that with Stage3D. ... or are you talking about something else? BTW, I just tried to compile the project, but I think you forgot to check in a few files. The compiler complains about a missing "AchievementItem" and an "UpgradeItem", as well as a few graphics. (I'll wait with the tweet until those are submitted!) Best regards, |
Thanks Daniel. I'll take a look first thing in the morning and send you an email when it is updated. Justin Sent from my phone. Please pardon brevity/errors. On Jun 4, 2012, at 11:54 PM, Daniel Sperl [email protected] wrote:
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Thanks!! Have a good night, then! =) |
Hi Daniel, I've updated the repo and it is building for me, but can you just verify? Justin -----Original Message----- Thanks!! Have a good night, then! =) Reply to this email directly or view it on GitHub: !DSPAM:415,4fcdb57697001800161800! |
Hi Justin, the old Starling version is now removed, but it still doesn't find "data.AchievementItem" and "store.UpgradeItem"! Furthermore, it's looking for the storeAtlas xml/png files. It's also complaining that it doesn't find "VertexImage", but that might also be a consecutive fault. Daniel |
Hi Daniel, So it turns out I have some learning to do on using Git. ;) It had updated the existing files but not added the new files. Now that I know how to take care of that, it seems to be working. I checked out the project on a clean machine and it is building for me. If you wouldn't mind doing one more verification for me, that would be awesome. Justin Justin Church On Jun 5, 2012, at 11:58 AM, Daniel Sperl wrote:
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Hehe, I've started with Git also about one year ago, so I can perfectly understand g. I don't know how often I forgot to check something in! My favorite mistake, though, is to commit something, but not push it! ;-) So, I checked the game and now it works perfectly fine with Starling 1.1! Thanks a lot!!! Daniel |
Hi Justin,
I'm Daniel, the main developer of Starling. First of all I must thank you for the amazing work you have done with Whack! You did a great job, especially considering you worked with such an early version of Starling. =)
Since I had to make quite a few changes to Starling since the original release, especially for performance optimizations, Whack does not compile with the latest Starling version at the moment.
Thus, I took the liberty of updating it for the latest version, Starling 1.1 (which will be released within the next days). This pull request contains that update. Furthermore, I removed the Starling code from the project, so that people can reference Starling directly (the latest versions contain swc files for that). If you'd like to have that differently, you can do so, of course. I just committed the source just as I used it on my system.
It would be great if you could accept this pull request! Then people could look at the Whack code in combination with the latest Starling version.
Thanks in advance!
Daniel