08-08-2012, 05:15 AM
(08-07-2012, 03:42 PM)puggsoy Wrote: I'll stop the jumpity-jump when holding down, I was wondering if I should keep it or not.
With the white wall room, just run up right up against the wall, then jump and flip when you're touching the black part. You need to be right next to the black part, like not even a pixel apart, otherwise it won't work. However that intro screen in room 3/4 is weird, did you do anything strange or were you just playing and it just went back out of nowhere?
By the way, thanks for the code but I won't need it. I'm using Flixel's built-in preloader, just making my own animation (which is supported). The problem is that it doesn't preload, it just loads the entire thing, then the preloader flashes by for a second, which effectively nullifies the preloaders function. I don't know why it's doing this, but even when I use Flixel's default preloader it doesn't work, so it's strange. It might have something to do with the fact that since I'm using FlashDevelop, I'm using Flex tags for frames, but as far as I know I've done everything right. I've asked for help on the Flixel forums though.
I was just playing, not doing anything special. Then, wham, back to the start.
If you were using Flash, I'd know how to tackle the preloader problem... I have no idea what options FlashDevelop and Flixel give you. Like in Flash, you can define to what frame the content should be exported so you naturally set that to '2' and put the preloader on frame one so at first, only the things you need for the preloader get loaded, then the preloader displays and the rest gets loaded while the preloader shows the progress. If all the data gets pushed into frame one, all the data has to be loaded before it displays.