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  • Cyberduck Favorites

    Cyberduck Favorites

    Open a connection with your Cyberduck favorites

    cyberduck_2vjevt.png

    cyberduck_10ycr2.png

    • This workflow will list all your Cyberduck bookmarks and open them if you select them
    • Source code at Github: Cyberduck-Favorites
    • Powered by alfred.py
    • Should support Alleyoop
    • Download it here: Cyberduck Favorites.alfredworkflow

    Greetings

    Kasoki

    • 2 weeks ago
    • #Alfred
    • #workflow
    • #development
    • #python
    0 Comments
  • What happens when pirates play a game development simulator and then go bankrupt because of piracy? - Greenheart Games

    When we released our very first game, Game Dev Tycoon (for Mac, Windows and Linux) yesterday, we did something unusual and as far as I know unique. We released a cracked version of the game ourselves, minutes after opening our Store.

    • 2 weeks ago
    0 Comments
  • alfred-haxelib: Manage your Haxe libraries from Alfred

    Manage your Haxe libraries from Alfred

    screenshot.png

    Install/Remove libraries with:

    haxelib install LIBRARY_NAME
    haxelib remove LIBRARY_NAME
    

    or select specific versions:

    haxelib install LIBRARY_NAME VERSION
    haxelib remove LIBRARY_NAME VERSION
    

    Set the current version for a library:

    screenshot_2.png

    Trivia

    Download: alfred-haxelib.alfredworkflow

    Source code: alfred-haxelib @ Github

    Based on alfred.py

    alfred-haxelib should support Alleyoop Updater

    Greetings

    Kasoki

    • 3 weeks ago
    • 1 notes
    • #alfred
    • #workflow
    • #development
    • #haxe
    1 Comments
  • Spring cleaning: My Github repository

    Hey,

    i deleted some old stuff from my Github repository:

    • My Rygal repository (because i won’t work on Rygal anymore)
    • My LÖVE debug thingy Donut (download link!)
    • My dotfiles (don’t need them anymore)
    • My Rygal-Shooter thingy (download link!)

    Note that Donut is LGPL licenced if you want to have a MIT version just write me a mail.

    greetings

    • 2 months ago
    • #rygal
    • #development
    • #donut
    • #löve
    0 Comments
  • …And it’s done. nme-tiled 0.2

    Hey,

    just pushed nme-tiled 0.2 to haxelib and Github.

    The new stuff first:

    • Added getTexturePositionByGID(gid) to Tileset
    • Added getTilesetByGID to TiledMap
    • Added new Class Tile which gives us the:
    • Ability to draw a map tile by tile:
      // bad example!
      for(tile in map.getLayerByName(name).tiles) {
          add(new Bitmap(tile.bitmapData));
      }
    • Removed all nme.Assets statements and replaced them with Helper.getText() and Helper.getBitmapData() (They’re still using nme.Assets intern though), you should be able to override them and implement an own asset management thingy very easily.

    Well thats it, the first milestone is done. For the next milestone i want to focus on more non-plattformer usages (Maybe improve the properties system in combination with RPGs?) because i was too focused on the usage with plattformers for the last subversion. After that i should start to test how isometric Tilemaps work and improve the way assets are imported ;).

    Greetings

    Kasoki

    • 2 months ago
    • 1 notes
    • #development
    • #haxe
    • #nme
    • #nmetiled
    • #tiled
    1 Comments
  • Yet another nme-tiled update

    Hey,

    just published nme-tiled 0.1.8 to haxelib and Github.

    Not that much new stuff though:

    • Fixed a bug with toCSV() which caused C++ targets to ignore the width (With C++ targets an Integer can actually have the value “null” strange thing…)
    • Added 3 super fancy new methods which allow you to access layers, objects and object groups more intuitive:
      - map.getLayerByName(name)
      - map.getObjectGroupByName(name)
      - map.getObjectByName(name, objectGroup)

    Thats it for today :)

    Greetings

    Kasoki

    • 3 months ago
    • 1 notes
    • #haxe
    • #nme
    • #tiled
    • #nmetiled
    • #development
    1 Comments
  • nme-tiled 0.1.7

    Hey,

    actually i had a lot of free time today so i managed to do more work than expected. Okay here is the new feature list:

    • I decided to change the license to MIT
    • All attributes are now editable again, i made this so that you can soon edit the map and save the new one to a tmx file.
    • I added some fancy new methods to TiledMap:

      - createBitmapDataFromLayer(layer): Which will draw only the given layer
      - createBitmapFromLayerID(int): Which will draw the layer if the given ID or to be more specific array index
      - createBitmapDataFromArray(layers:Array<Layer>): Which will draw all given layers.
      - createBitmapDataFromIntArray(ids:Array<Int>): Which will draw all layers with the given ID/array indices. Example: createBitmapDataFromIntArray([0, 2, 1]);
      - createBitmapDataFromRange(1, 3): Which will draw a range of layers (In this example: From layer 1 to layer 3)
    • I added documentation strings to many public members
    • And obviously raised the version number! xD

    As always you can download the new version via haxelib or Github.

    Greetings

    Kasoki

    • 3 months ago
    • 1 notes
    • #haxe
    • #nme
    • #development
    • #tiled
    • #nmetiled
    1 Comments
  • nme-tiled v0.1.6 released!

    Hey,

    nme-tiled version 0.1.6 is now online on Github and haxelib. Here a short list about the new stuff:

    • BREAKING CHANGE: I removed the standard constructor (‘new TiledMap(“path/to/tmxfile”)’ and added new static factory methods: ‘TiledMap.fromAssets(“path/to/tmxfile”)’ and ‘TiledMap.fromGenericXml(xmlString)’. To repair your code just replace the old Constructor with the new fromAssets method. Why i did this? Well it feels more intuitive and obviously the code is better readable!
    • I changed some method names, well this won’t affect you at all because they’re intern stuff…
    • Since i decided to support FlxTilemap in near future i added a “toCSV()” method to Layer
    • ObjectGroups are now iterable: instead of using “for(object in objectGroup.objects)” you can now use “for(object in objectGroup)”!

    Well, thats the new stuff :). I also thought about changing the license from LGPL to BSD or X11 because i think LGPL is way too restrictive to use it for (maybe) commercial projects.

    greetings

    Kasoki

    • 3 months ago
    • 1 notes
    • #haxe
    • #nme
    • #tiled
    • #development
    • #nmetiled
    1 Comments
  • Source: haxememes
    • 3 months ago
    • 5 notes
    5 Comments
  • nme-tiled: NME + TILED = <3

    Hey,

    yesterday i released “nme-tiled”, a library which allows you to use the TILED map editor in NME. Still in development, though… :)

    Some fancy image:

    Fancy!

    How to install:

    haxelib install nme-tiled

    Source code: http://github.com/Kasoki/nme-tiled

    Have fun ;)

    greetings

    Kasoki

    • 4 months ago
    • 1 notes
    • #Haxe
    • #NME
    • #development
    • #tiled
    • #nmetiled
    1 Comments
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