Pre-Ship (Bundle) all the most important behaviors

captaincomic

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I don't mind whether you post them here or in a new topic.

I noticed that in the Items Remaining scene behavior, the "Scene Fade In Time" attribute is not placed in the scene transition block.
Okay, we'll fix that.

In the Fire Bullet actor behavior, I had to add offsets to the position setters for the bullet so it would be aligned properly when rotating my cannon.  I think there should be a couple more attributes to handle this offset.  It would be even better if this could be done automatically, but I think that would require getting the origin coordinates of the actor, if that's even possible.
It should work out of the box with center origin points. The bullet is spawned at the center of the cannon unless you set the Offset attribute to something greater than 0, then the bullet is created at an offset from the center of the cannon in the fire direction.
Are you using origin points other than center? Could you show me what offset you added? If it works in the general case as well, we can add it to the behavior in the future.

rob1221

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  • Posts: 9421
No it's not a center origin point.  I set it to 15,50 on a 30x60 actor.

captaincomic

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It would probably require code to get the coordinates of the origin point (and we try to keep to use of code in the pre-shipped behaviors to a minimum.)

rob1221

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  • Posts: 9421
I think the behaviors that use a scene transition should have a text dropdown of the transition types.

Miasmos Games

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Except that too would require code, because as far as I know you can't stick a text attribute straight in.

Cupcake Bounce

rob1221

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Nah it would just require "if statements" to check for the value and then do the right transition, something like this.

Xietao

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Yes, I agree.
Like this:
Sorry, I use reload system and numbers dropdowns.(Can found at Stemcylforge as Reload Scene Key)
Here the dropdown text:
Fade=1
Blinds=2
Bubbles=3
Spotlight=4
Blur=5
Box=6
Crossfade=7
Slide Up=8
Slide Down=9
Slide Left=10
Slide Right=11

There's a Image and zip file

« Last Edit: May 01, 2012, 11:03:46 am by Xietao »
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Miasmos Games

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True. But that does clog behaviours a fair amount, and we want them to be reasonably clear and easy to understand. At some point we might raise "what could be better?" as a question to the community in terms of the pre-shipped behaviours but for now I'd say other than fixing bugs we're focused on getting some more quantity rather than quality.

Cupcake Bounce

rob1221

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  • Posts: 9421
Yeah I guess that's always going to be a tradeoff, simplicity vs. functionality.  For new behaviors I think there should be more UI behaviors.  In the game I just finished using pre-shipped behaviors, most of the custom behaviors were UI related.  I use pause and reset buttons often in my games, so maybe those could use a pre-shipped behavior like the mute button.  Making an easy to use level locking and saving system would help new developers, but I'm not sure how that would be done.  I noticed the score behavior uses a set of custom blocks, so maybe the level locking/saving could be done like that.

Miasmos Games

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I was actually meaning to ask something along the liens of "what would have been useful". Interestingly, the pause button's already an idea we've had, together with pausing on losing focus (like the Flixel pause can, except it will be the better, newer pause function). I'll have a look at reset button. I think that should be easy enough :) Level unlocking is likewise on the agenda, but you're right in thinking it's complicated, currently we're not quite sure how we should go about implementing it as it has a fairly broad usage and unless someone names their levels with a specific convention (e.g. Level1,Level2,Level3......) then it's hard to do :| We will get there though. If it's saving you're looking for then I've been working on a checkpoint behaviour which allows you to save at an actor (which you assign a behaviour to make it act as a checkpoint) and when your character dies it will reload to this point. It's pretty much done too, with a few caveats.

Cupcake Bounce

steamgirl

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A timer/countdown would be nice.  :)

Almakos

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I would love to see parallax background\foreground scrolling behavior updated in Stencyl.
Right now it is impossible to tweak background\foreground position and spacing. So If I want to make small random bushes in foreground or skies in background, I have to create huge textures with lots of  empty space in-between.

It would be really cool if I could treat layer as background or foreground.
For example, I've used some tiles (animated as well), placed some actors (running here and there) and then checked "use this layer as background". As a result I would get amazing effect of animated and living background with parallax working etc.

P.S. I hope you've understood what I mean  ???
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Xietao

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@Almakos, I know what are you saying. +1 :)
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osiaslemuel

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Player Position Controller  - will it come?
Does this behavior has codes or just simple blocks?

« Last Edit: June 15, 2012, 05:43:50 am by osiaslemuel »

captaincomic

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  • Posts: 6109
The Player Position Controller was integrated into the Scene Switcher behavior. (At least as far as I understood what the Player Position Controller was about: spawning an actor in the next scene at a given position.)