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Messages - AnemoneLabSNC

Pages: 1 2
1
Windows / Mac / Flash / HTML5 / Re: Scintilla
« on: November 15, 2013, 01:47:38 am »
Grazie! A nome mio e di tutto il team!

Thank you!

2
Hi,

I'm sorry for the delay on the spine extension but I was ill and i'm returned at work today.
I hope to finish and release the extension in the weekend.

3
Hi guys,

I've just created the basic block-friendly spine extension and it works very well.
Currently it supports animations loading, render code and animations change.
Now I'm trying to support animation mixing and animation activation/deactivation.
I think i can upload the first beta version at the end of the week.

If you like to see some specific feature supported, feel free to request and I try to implement it.

4
Ok, thanks Jon. I will try with the samples.

5
Hi Jon,

this extension is in my list of projects, after my deepening in OpenFL i think I can try to adjust this module. I think i can start to work on it the next week.

P.s.: We don't have a Spine license now, but we should buy it in a near future. Is possible to work with it in demo-mode?

6
Extension Ideas / Re: C++ Extensions [Jon]
« on: October 28, 2013, 02:23:02 am »
Ok,
I'll dig it to found the way.

Check your mail, you have a secret surprise  ;D ;D

7
Extension Ideas / C++ Extensions [Jon]
« on: October 28, 2013, 02:07:48 am »
Hi Jon,

in another post you talk about the possibility to make some native extensions in c++.

Can you post a little guide about this? or maybe just some tips or tracks to follow and I'll do the rest.

I'd like to see if there is a way to implement a videoplayer for windows native, try to implement a lua interpreter for scripting, and maybe give support to import files from Spine.

Thanks in advance.

8
Windows / Mac / Flash / HTML5 / Re: Scintilla
« on: October 26, 2013, 01:02:06 am »
Hi guys, second day here at GamesWeek in Milan.

We have lot of people trying our game and ask a lot of questions about stencyl.
Get very much positive feedback for our game and also for stencyl and we have meeted some italian stencylers  :D :D :D

I attach some photos of our stand.

And obviously we are very happy!  :D :D :D :D


9
Windows / Mac / Flash / HTML5 / Re: Scintilla
« on: October 16, 2013, 02:41:32 am »
Some great news. Our team was selected yesterday to show Scintilla at GamesWeek in Milan, Italy, the next weekend.

We have been selected with other 9 italian team as "Italian revelation of the year" from AESVI, the italian Game Publisher and Developers Association. The press release about this will be released around 15.00 GMT+1.

This is a great chance to show our game, and obviously talk about what is possible to do in a commercial project with the new Stencyl if Jon agree and if I don't break the NDA.

In the meanwhile we have uploaded the english teaser of the game and the english website.

We are also launching a crowdfounding campaing the next week so help us to spread the word!

Stay tuned for more info!

10
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: October 11, 2013, 05:12:31 pm »
Hi NotMao,

to patch the extension for Haxe 3.0, just go to stencyl directory, then enter in plaf\haxe\extensions\decision-making\ and open DecisionMaking.hx

Replace all
Hash<Float>
with
Map<String,Float>

and it should work.

I have used http://haxe.org/manual/haxe3/migration#hash-and-inthash-removal 
to guide me in the process.

I hope this help you.

11
Completed / Re: Simple Actors
« on: October 02, 2013, 01:02:44 am »
I use the same method of twotimingpete to create part of the environment in our adventure.
Some actors in our level are only an eye-candy asset.
I agree with pete that making it lightweight it's a good method to boost the game performance.

If this actor have collision shapes i can insert in this group of actors even more graphic, like wall or some type of props with even more performance boost.

Let me make an example.

The floor of my levels are just graphic.
The wall of my lavel are just graphic and collision shape (usually 2 or 3 actor for scene)
The props of the rooms that not have some interaction from the user (like desk, furniture, etc etc) have only graphic, collision and a behavior that set some attributes on creation, without code on update or other events. (usually 20 or 30 actor for scene).

Switching all this actors to "lightweight" actors I think can really increase the performance.

P.s.: the terrain tool is useful for a single scene but not for multiple scene that use the same actors, because i need to reshape collision for every scene, with longer level building time...

12
Completed / Re: Simple Actors
« on: October 02, 2013, 12:24:42 am »
Awesome idea!
With this mod I can substitute all my doodads object with this type of lightweight actors.
+1 for me!!  ;)

13
Bundled Behaviors / Re: Behavior Inspector (inspect attributes at runtime)
« on: September 19, 2013, 08:31:05 am »
Hi captaincomic,

I found a bug on the behavior. If you start the inspector and click on actor, if the button is on an actor this actor is selected automatically and can not be changed.

I solved the bug adding an otherwise statement after the if row=1

I have attached the fixed code screenshot to make it clear.


14
Bundled Behaviors / Re: Behavior Inspector (inspect attributes at runtime)
« on: September 10, 2013, 12:31:44 am »
Nice tip, I'll try it!

Thank you!

15
Fixed Bugs (3.x) / Re: Flash Only Effects?
« on: September 06, 2013, 07:48:18 am »
I'm not working on blend modes right now, and that would be more difficult to fix.
DOH!  :P

That's a shame, i really need that feature for my game...  :(

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