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Messages - Hectate

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Resolved Questions / Re: How to use numpad?
« on: March 18, 2011, 04:24:32 am »
OK, I just checked and flixel 2.35 (most recent "stable" version past Stencyl's 2.32) does NOT have numberpad support.

Jon, I'm willing to help update our version by identifying differences between the two, but it'll be up to you to determine the desired upgrade path - if any.
If you want me to start on this, send me an email or open a thread in the other forum with instructions as to how to obtain the SW-version flixel source (I must admit, I have an idea) and which version of flixel to compare to. Even if you decide that no upgrade is desireable, you'll at least get a list of differences (assuming you've not already compiled one). Let me know, thanks.

Edit: or Greg can ninja me and offer to add features. :)  But my offer still stands too.

Resolved Questions / Re: How to use numpad?
« on: March 18, 2011, 02:24:44 am »
There should not be a space, it's a straight string that references the key inside of flixel. I'll be able to check for sure when I get back home from work (bit more than an hour) - but it's not likely to help because of the version differences here.

I'm sure that once we get past launch and it's associated hurdles Jon will be looking into many of the suggestions and requests that've been put aside for now. Perhaps getting the internal flixel version updated can be an early update, since it does easily (for code mode/blocks at first anyway) add some functionality. Put it in the suggestion box and we'l see what happens, eh?

Resolved Questions / Re: How to use numpad?
« on: March 18, 2011, 12:50:30 am »
Sorry, I neglected to note that my answer was geared toward the problem of how to access the keys rather than the specific keys needing accessed.

This thread seems to indicate that "NUMPAD" should be part of the string to reference the keys in question. Unfortunately it doesn't detail which version cai referenced in his post, so I can't guarantee that Stencyl's version supports those values. Good luck!

Note: Additonal details concerning the other ways to check on keyboard input can be found at the following link.

Resolved Questions / Re: How to use numpad?
« on: March 17, 2011, 10:35:00 pm »
IIRC, FlxG holds the relevant keyboard presses in an accessible manner...

if ( FlxG.keys.pressed("ONE"))

Paid Work / Re: Fireworks.
« on: March 17, 2011, 10:43:35 am »
Well, I managed to get a game to compile with a FlxEmitter in it, but never could get visible particles. I think part of the issue is that I didn't pre-create an array of simple FlxSprites to use? The alternative (using an image-based Class) is difficult in code-mode because I can't identify what the relative path should be for embedding the images I'd use for the particles.
I'm out of time for now anyway.

Paid Work / Re: Fireworks.
« on: March 17, 2011, 09:01:14 am »
Out of curiosity, I know Flixel has a particle generator, but I have not seen any blocks for this, I assume this is something we'd have to do using code mode, correct?

I was just thinking the particle generator would work best in this case, and if I'm not mistaken it shouldn't hurt the frame rate too bad, right?
Yes, it's got a simple one, but it produces FlxSprites which won't have an Actor's access to physics. That's both a good thing (for performance) and a bad thing (for consistent behavior). FlxSprites can be single pixels or actual sprites, so that's helpful for a fireworks-type explosion.
I had a mind to try and implement one using code blocks, I'll give it a shot now. BBIAB.

Windows / Mac / Flash / HTML5 / Re: Circyt
« on: March 15, 2011, 03:41:58 pm »
or an iPad because they're... well, bigger?

Windows / Mac / Flash / HTML5 / Re: Fuego Y Hielo "Fire and Ice"
« on: March 15, 2011, 03:41:30 pm »
BB: As the game's designer, that is entirely your call to make. You need to figure out what fits best for your game - nobody else's ideas are going to be as good as your original spark of inspiration that triggered the creation of this game.

Best solution? Prototype the game fast and try it both ways, find out what works/looks best for you.

Windows / Mac / Flash / HTML5 / Re: Dungeon Rush!
« on: March 15, 2011, 04:02:43 am »
I'm in agreement with everyone above. This is a bandwagon I'm glad to be onboard! Chaaaarrrge!

Right-clicking does bring up the flash player context window, even in Flixel. Flixel hs no knowledge that the right mouse is ever pressed, that information is not transmitted to the flash "application". Instead, the Flash player tells the app that it's lost focus (since the user is interacting with a context menu for the player and not the app itself). That's what's causing the Flixel pause screen.
I know this for certain because I sit with my 3.5 year-old daughter and play flash-based games with her all the time. She has small hands so she doesn't always hold the mouse quite right, and occasionally will right-click (or click outside of the player window) on accident. Some flash games handle the interruption better than others, with Flixel's auto-pause being one of the more graceful ways. In some games it'll actually lock it up for a bit and get the context menu stuck waiting for input that isn't wanted on our part.
In short, if your not getting the context menu, it's due to the flash player (perhaps a setting? linux version differs due to the OS?), not the game/engine. To say it's the game's fault would be like blaming a bug in a word processer on the document you loaded into it.
I suggest a test. Go to Kongregate and try right clicking in about 20 different games of different types (but all flash). Be sure you're n the game and not an advertisement. What are the results?

Chit-Chat / Re: Stencyl Artist Trading Card (ATC) Swap!
« on: March 14, 2011, 02:49:35 pm »
It's always difficult to interpret someone else's work, but I'll give it a shot if it goes that way. As far as my personal projects go, well, artistically they're nothing impressive, lol.

Windows / Mac / Flash / HTML5 / Little Four-eyes (working title)
« on: March 11, 2011, 02:01:21 pm »
I've discovered that with the larger the project I design the less likely I am to want to actually continue working on it.
So I gave up on large projects for now. Instead, here is a small project, with very tight restrictions on myself during the creation. Specifically, all tiles and actors are sized at 8x8 pixels - and in monochrome (black and white specifically) with minimal animation.

Little Four-eyes is the name of our main character, a young monster that is attending Dungeon Monster School. This is his first class, Navigating Dungeons and Mazes (as all good monsters should know how), so it is a simple platform-ish game of working out the structure of the level and locating the exit.

A sample image of the visual style is attached to this post. This is actually a level I'd made (and named, noticeably) for testing the various "enemies" for the game.

The arches are doorways that interconnect and the rectangular doorway is the level exit. Our educationally challenged monster is the one in the middle... with four eyes.

Not shown is a more recent update that adds a key to each level (if desired) which must be found before you will be able to exit.

Ask a Question / How to Ask Effective Questions
« on: March 11, 2011, 01:50:45 pm »
1) Phrase the subject title as a question. If you can't put a ? at the end, it's not a question!

Don't name your question "2 questions" or "I have a problem." Make it relevant to the information you are seeking. This will help other users searching the forums with similar questions.

Similarly, don't add "Urgent", "Important", or "Emergency" to your title. Everybody's on equal footing around here, and such labels may be a turn off to others.

2) One question per topic.

Unless the questions are related. In other words, don't ask a question about two completely unrelated things, like the Sound Editor and the Collision Groups Page. If you find yourself using "also", chances are good that the topics are unrelated. This also helps other users when searching for answers to the same problem, because they can identify the information contained in a specific post based on the topic.

3) Be specific.

Tell us what you're trying to achieve rather than having us guess what your intentions are. Be detailed - more information is better than not having enough. Describe any issues or errors as completely as possible (within your understanding of them) and it will reduce the number of questions other users will have to ask of you in order to answer your question.

4) Mark your questions as answered.

Edit your original post and change the Subject line to include [Solved] once the issue has been resolved. Again, this relates to the other forum users being able to find answers to their own, similar questions by picking out forum threads that have been successfully resolved. Additionally, if your question is answered somewhere outside of the forum (such as by yourself, IRC, email, Google, etc), it's helpful to other users to post your answer here.

Finally, please don't hesitate to do forum searches before creating a new post. Thanks!

Original post credit goes to Jon.

Chit-Chat / Re: What is your favorite food of all time?
« on: March 11, 2011, 01:27:51 pm »
Cheese is good, but I like bacon more (if we're talking about singular food items instead of prepared meals). In fact, my daughter likes bacon most of all too. She threw a fit in Waffle House the other day (she's 3.5 years) because the waitress brought out her food but didn't bring her bacon at the same time. She thought the waitress forgot about it so she yelled across the restaurant "Where's my bacon!?"

Meal-wise though, I really like a well-cooked turkey dinner. Bonus points if I get a drumstick.

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