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OpenFL and PixiJS: mind the gap
When I reached Killabunnies I was handled OpenFL 3 and had to start making games... and making games I did.
That was 3 years ago.
Earlier this year I was thrown into a scary world called Babylonjs and threw the rest of my team into another scary world called PixiJS.
Join me on this magic carpet ride as I show you the good, the bad, and the ugly of this technological leap. -
Making a web/mobile game: Resize vs Responsive
If you are making web games you probably already use the "resize" property in your project.xml
It allows you to simply *stretch* your game to match the target resolution without loosing the original aspect ratio.
The downside is that you get ugly black bars where the ratio didn't match.
Wouldn't it be cool if we could have an image to bleed out instead of those black bars?
Join me in this marvelous journey into the realm of *responsiveness...* -
How to change the anchor point of an object in OpenFL
You have your graphic, you just need to rotate it 90º. You set the rotation variable and... Wait... where did it go?
Your platformer character has to turn around, just set scaleX to -1 and... Wait... why did it step left?
If this is you, you are probably suffering from the fact that the anchor point for all objects in OpenFL is located on the top-left-most point of it.
But... there must be a simple way to set the anchor right?... Right? 😰