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Messages - JamesGames

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Stencyl Jam 14 / Re: Stencyl Jam #14 - $1,000 in prizes - Now Judging.
« on: March 29, 2014, 10:25:49 pm »
Sorry to hear that, Warzone. I hope things turn around for you soon. Keep your idea around for next time.

Even though it's hard when you're upset, try to think in the long-term. This too shall pass.

I'll spare you the smiley emote.

I really, really hope I'm not too late with this. Good luck, everyone.

Herald of Nyarlathotep


News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: January 23, 2013, 06:12:50 pm »
The wait isn't a big problem for me, delays happen and that's understandable.

I do agree with those expressing confusion in regards to the lack of regular (even token) updates to the blog. It doesn't take long to write a paragraph or two explaining that development would cut down on the size of this thread if nothing else.

Just let some of the long-time users who've already posted explanations in this thread do it, I'm sure there are a few that could handle it.

I believe I have it! Well, someone else did really...but I found out that they had it awhile ago!,3715.msg26984.html#msg26984

It only took a little bit of fiddling to get it to work the way I need it to. I love Stencyl. There, I said it.

Thanks for the assistance, it's even possible that I might have learned something. :]

I'm looking at this thread and reading your explanation again now.,4061.msg26526.html#msg26526

I get the ideas involved but something just isn't clicking, I'll keep trying and if I still can't get it to work I'll post what I have so far. Thanks again.

Thank you both for the responses, especially ipe for taking the time to write all that. :]

I think I may have poorly explained what I'm trying to do, that or I've badly misunderstood your advice (though I think that I understand it for the most part).

My specific goal is to have a top-down vehicle with gun turrets fixed on specific points of the vehicle, say at both headlights and in the middle of the trunk. I'd like to be able to set the offset x&y (from the center of the vehicle) when these turret points are created, and then have them maintain that relative offset from the center point of the vehicle as the vehicle itself rotates. The instructions you provided seem to have that point remain fixed relative to its starting offset (instead of updating based on the new rotation of the vehicle), is that correct?

Apologies if I've badly misunderstood the explanation, I have not had any experience with trigonometry...frankly, anything besides basic maths start to shut down large areas of my brain. I'm only joking a little. ;]

I've seen several similar questions posed but no working solutions, please forgive me if I've missed something but I have looked for quite some time now.

The closest functionality I've found to what I'm looking for is in "RotateActorGroup_AroundPoint" on the forge, but I honestly can't wrap my head around how to adapt it to what I need, which is the ability to create "Actor B" at a fixed offset from the center point of "Actor A" and have "Actor B" update its relative position when "Actor A" is rotated.

If anyone can help me with this it would be greatly appreciated, but please keep in mind that math is similar in my mind to wizardry...detailed explanations would definitely help. :]

Completed / Re: Pre-Ship (Bundle) all the most important behaviors
« on: January 12, 2012, 02:54:42 am »
Is there any functionality for zooming the camera in that list, like in the cutscene pack? That seems fairly useful. Sorry if I missed something.

Completed / Re: Trial/Lite version of server-side builder [1.3.5]
« on: January 03, 2012, 02:16:51 am »
That sounds like I want it! Stencyl's power level is well over 9000.

Old Bugs (1.x/2.x) / Re: Recycle problem in 1.3
« on: December 25, 2011, 03:24:55 am »
I noticed the same thing with alphas stacking up, my fps went from about 45 to a solid 60 when I switched out all the recycled actors with standard ones. There were also a few issues with collisions involving recycled actors that went away when using standard actors. I thought that was fairly odd.

On a semi-related note, is there an obvious reason that anyone knows of which would explain why a game that runs with no errors/warnings at 60fps eventually (after about 3-4 hours) begins to degrade until the fps hits 20 and eventually freezes up completely?

News / Re: Reduced Memory Usage
« on: December 04, 2011, 12:23:01 am »
I'll miss the message a little bit, has been my only indicator that time is passing on more than one occasion. Still, my heart will go on.

Archives / Re: Universal Attributes
« on: November 12, 2011, 04:30:22 am »
So you want to slow down the internal clock? Not sure that's possible, hopefully someone more knowledgeable will be able to help (I might find a use for that myself).

Archives / Re: Darkhog's thoughts about network/multiplayer support
« on: June 09, 2011, 02:35:23 am »
Networking sounds great, given the way Stencyl already handles things in general. Your suggestion seems reasonable enough to me, but my opinion isn't very informed so I'll just hope it works out.

Archives / Re: Any interest in as3isolib?
« on: June 09, 2011, 02:29:16 am »
Thanks Darkhog, yeah I've considered it and actually seen some good ideas already, I just thought the way as3isolib works might be suited to Stencyl in general.

Is Gemini a developer? No need to bother anybody, I'm sure if they're looking for something to do they'll see this. I can roll my own for now, I think. ;]

Archives / Any interest in as3isolib?
« on: June 09, 2011, 02:16:08 am »
Hello, apologies if this has already been discussed but I was wandering if any of the developers had seen or perhaps even considered adding a system similar to as3isolib? Personally -and especially because it suits my own interests- I think it would be a logical and useful addition at some point in the future. Here's a link to a good overview tutorial if anyone is interested:

Also, as this is the first post I've made here, thanks to everyone who has contributed to Stencyl. I've worked with Flash for several years and even made a few really bad games, but my laziness always overcame my baby-like willpower when I considered any serious efforts. I really appreciate this whole project a great deal, it feels like a vindication of the way I think about game design, and goes a long way to making the rest as simple and intuitive as possible. Great stuff, having fun already.

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