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	<title>Touch My Pixel Blog &#187; Input / Output</title>
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	<link>http://blog.touchmypixel.com</link>
	<description>Games + Web : Interaction Matters</description>
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		<title>Jellyroids &#8211; My First haxe C++ game test</title>
		<link>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/</link>
		<comments>http://blog.touchmypixel.com/2009/04/jellyroids-my-first-haxe-c-game-test/#comments</comments>
		<pubDate>Mon, 27 Apr 2009 03:39:23 +0000</pubDate>
		<dc:creator>tonyp</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Input / Output]]></category>
		<category><![CDATA[JSFL]]></category>
		<category><![CDATA[Tips and Tricks]]></category>
		<category><![CDATA[haxe]]></category>
		<category><![CDATA[hxcpp]]></category>

		<guid isPermaLink="false">http://blog.touchmypixel.com/?p=97</guid>
		<description><![CDATA[
After only a day or two playing in hxcpp i&#8217;ve got my first little test to show &#8211; Jellyroids!
This gametest compiles (using haxe) out to flash &#38; C++ (exe in the cpp folder for windows only &#8211; i dont have a mac or linux, so cant test as yet).
Running the software rendered c++ version is [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-100" title="jellyroids-01" src="http://blog.touchmypixel.com/wp-content/uploads/2009/04/jellyroids-01.jpg" alt="jellyroids-01" width="767" height="400" /></p>
<p>After only a day or two playing in <a href="http://www.gamehaxe.com">hxcpp</a> i&#8217;ve got my first little test to show &#8211; Jellyroids!</p>
<p>This gametest compiles (using <a href="http://www.haxe.org">haxe</a>) out to flash &amp; C++ (exe in the cpp folder for windows only &#8211; i dont have a mac or linux, so cant test as yet).</p>
<p>Running the software rendered c++ version is a little slow &#8211; ~200fps on my comp, opengl is ~1500fps. Whereas flash clocks in at 100fps (maxed out). Prerendering the explosion animation (currently vector animation from a swf) will make it MUCH faster for c++ (stop the slowdown on shoot), as i feel its vector animation code isnt anywhere as optimized as that in flash.</p>
<p>Overall, its fun to see how easy its been to get out a simple test in hxcpp.</p>
<p><a href="http://www.touchmypixel.com/blog_examples/jellyroids-0.1.zip">download the game test here</a></p>
<p>cheers &#8211; Tony</p>
<p><strong>UPDATE:</strong></p>
<p>to get it to work you need to change a few small things in the neash 0.9. realease.</p>
<div class="blogCommentBody">
<p>There are two issues with the current release of neash that need fixing. Just change the following lines:</p>
<p>1/ in neash.display.MovieClip:<br />
add in some stubs for functions (just copy in the following lines)</p>
<p>public function gotoAndPlay(frame:Dynamic, ?scene:String):Void { }<br />
public function gotoAndStop(frame:Dynamic, ?scene:String):Void { }</p>
<p>public function stop(){}<br />
public function play(){}</p>
<p>2/ in neash.display.DisplayObject:<br />
make getRotation method look as follows:</p>
<p>public function GetRotation()<br />
{<br />
return mRotation * (180.0 / Math.PI);<br />
}</p></div>
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var flattr_dsc = 'After only a day or two playing in hxcpp i\'ve got my first little test to show - Jellyroids!  This gametest compiles (using haxe) out to flash &amp; C++ (exe in the cpp folder for windows only - i dont have a mac or linux, so cant test as yet).  Running the software rendered c++ version is a little slow - ~200fps on my comp, opengl is ~1500fps. Whereas flash clocks in at 100fps (maxed out). Prerendering the explosion animation (currently vector animation from a swf) will make it MUCH faster for c++ (stop the slowdown on shoot), as i feel its vector animation code isnt anywhere as optimized as that in flash.  Overall, its fun to see how easy its been to get out a simple test in hxcpp.  download the game test here  cheers - Tony  UPDATE:  to get it to work you need to change a few small things in the neash 0.9. realease.   There are two issues with the current release of neash that need fixing. Just change the following lines:  1/ in neash.display.MovieClip: add in some stubs for functio';
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		<title>Joystick / Joypad in Flash</title>
		<link>http://blog.touchmypixel.com/2008/04/joystick-joypad-in-flash/</link>
		<comments>http://blog.touchmypixel.com/2008/04/joystick-joypad-in-flash/#comments</comments>
		<pubDate>Mon, 14 Apr 2008 07:25:05 +0000</pubDate>
		<dc:creator>tarwin</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Input / Output]]></category>

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		<description><![CDATA[I&#8217;ve always wanted to use a Joytick with my Flash games.
A while ago I was working on small game for Lorial &#8211; in-store advertising for Biotherm &#8211; through a great company Eness. It was a simple &#8220;catch the falling objects with a timelimit game&#8221; made in Flash, but needeed to be controlled using a joytick [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve always wanted to use a Joytick with my Flash games.</p>
<p>A while ago I was working on small game for Lorial &#8211; in-store advertising for Biotherm &#8211; through a great company <a title="ENESS - Electronic Miracles" href="http://www.electronicmiracles.com/">Eness</a>. It was a simple &#8220;catch the falling objects with a timelimit game&#8221; made in Flash, but needeed to be controlled using a joytick as it had to be simple and easy to use for anyone walking through Myer.</p>
<p>After a little research I found the amazing program <a title="AutoHotKey" href="http://www.autohotkey.com/">AutoHotKey</a>. This lets you specify macros to do things like using a joystick as a mouse or keys, or pressing a combination of keys and starting a program. Using this amazing peice of software (Windows only sorry) and hacking around with some of their joystick input exampels it was easy to map joystick movements and buttons to the arrow keys and &#8220;A&#8221; on the keyboard, which were then read by Flash.</p>
<p>On a recent game I&#8217;ve been working on (<a title="Scarygirl Preview Video" href="http://vimeo.com/623153">Scarygirl</a>) I&#8217;ve found that user testing on the keyboard really gets in the way of the gameplay itself, especially for those not used to games. It was a lot easier to hand them a Playstation 2 DualShock controlller attached via a USB converter and have an AutoHotKey script running that converted the D-Pad and buttons to input. The hardest part of this is finding which button on the controller relates to what input into windows. The easiest way I found to work with this was Start-&gt;Control Panel-&gt;Controllers and just writing down a list of buttons as I pressed them.</p>
<p>So yeah. Easy. And fun. Some games are just so much better with a good controller &#8211; just never let me catch you playing an FPS on a console!</p>
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		<slash:comments>6</slash:comments>
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