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### Messages - NobodyX

Pages: 1 2 3 ... 31
1
##### Ask a Question / Re: Game size
« on: Today at 10:03:12 am »
There are two spots to change which scales your game uses. One is under Game Settings > Desktop (or whatever other platform but you're using desktop obviously). The other is under Game Settings > Settings > Advanced.

Also if you want to remove the files that have already been created then Tools > Game > Cleanup Unused Files should work.

2
##### Ask a Question / Re: detect angle of collision
« on: May 04, 2018, 11:57:58 am »
Use simple right-angle triangle trigonometry to find the angle. I attached a screenshot of something I have in my game to get the angle between two actors.

I have the "as degrees" block because it converts from radians to degrees just to make things easier on myself but it's not necessary for getting the math right.

3
##### Ask a Question / Re: Switching Boolean to true for both actors who collide?
« on: April 24, 2018, 02:45:00 pm »
When an actor uses the "in this behavior" block it'll only affect itself, not other actors. To have it trigger the other actor you can do it like this:

4
##### Ask a Question / Re: Switching Boolean to true for both actors who collide?
« on: April 24, 2018, 01:25:15 pm »
Oh, and if two things collide then sometimes only one will register the collision. Because when the first one detects the collision the other one could get pushed away or whatever. So it's generally a good idea to use things like I mentioned any time multiple actors are colliding and you want more than one to do something.

5
##### Ask a Question / Re: Switching Boolean to true for both actors who collide?
« on: April 24, 2018, 01:20:03 pm »
One way to change another actor's attribute is with the block in the first attachment.

But I prefer not to use that block because if you use it on an actor that doesn't have the behaviour, or if at some point you changed the name of the attribute, then it'll crash the game.

What I prefer to do when I want to change another actor's attribute, and what is a very very useful thing to learn about in general for tons of different uses... is "custom events". Attachment 2 gives an example of what you're asking for I think. (The other actor has to trigger that event)

http://www.stencyl.com/help/view/custom-events/

6
##### Journals / Re: 3D Library Adventure
« on: April 19, 2018, 10:25:46 pm »
Ok, so it does increase the resolution of the 3d objects. Thanks!!!!!

And I've been having problems with text being the wrong size when switching in and out of fullscreen. I posted about it here http://community.stencyl.com/index.php?issue=1156.0

7
##### Journals / Re: 3D Library Adventure
« on: April 19, 2018, 12:42:12 am »
No that's further from what I meant. =p I'm not talking about the camera at all.

I'm talking about where you make the game fill more of your monitor. Either under "Game Settings" or going into fullscreen mode.

8
##### Journals / Re: 3D Library Adventure
« on: April 18, 2018, 02:13:15 pm »
I always use desktop target so I sometimes forget the 2x,3x,4x actors are a thing. I just meant purely about making the entire game bigger on your monitor (like when going into fullscreen). Sorry I guess I should have said to ignore about actor scales!! (tho I guess someone else might want to know)

I'm almost certain you answered my question and that I understand. I made a picture anyway. So if you go into fullscreen on desktop it'll look more like "B", correct?

(and B is definitely what I prefer, even tho the example makes it look ugly lol)

9
##### Journals / Re: 3D Library Adventure
« on: April 17, 2018, 02:54:38 pm »
haha nice!

The shader effects look cool too, I like the motion blur a lot.

I'm curious about something, so let's say your game is 320 pixels wide and stencyl is scaling it up 2x. Are the 3D graphics drawn at a 640 pixel resolution? or is it still drawn at 320 but each pixel becomes two pixels wide?
I think the latter would be the coolest to fit in with pixel art games (and probably run a lot faster too for fullscreen, I assume)

10
##### Chit-Chat / Re: Publishing your Linux games on Steam?
« on: March 20, 2018, 07:37:15 am »
What Rob said. But you can use the same PC to have both Ubuntu and Windows installed at the same time. Or maybe even use a VM (virtual machine), I'm not sure.

11
##### Ask a Question / Re: Why do the collision boxes of tiles merge when connected?
« on: March 17, 2018, 06:09:59 pm »
In your game's options you can turn off Box2D and switch to "simple physics" instead and then tile collisions won't work like that anymore (among a lot of other changes).

12
##### Journals / Re: AuroSword
« on: March 17, 2018, 10:15:08 am »
I don't feel like saying what other have said already, although it's really important advice. I just want to add...
I'm just an average-Joe nobody.
What's so bad about being average? Trying to be better than other people puts way too much pressure on yourself. I always struggle with feeling like my stuff isn't good enough and I know one of the best things is stopping feeling like I'm supposed to be special. There's nothing wrong with being a "nobody", trying to be "somebody" is a waste of energy because it doesn't actually make people any happier when they succeed, maybe only fleetingly.

Honestly there's nothing wrong with even making terrible garbage that no one likes. It's necessary for every artist of every kind.

13
##### Journals / Re: 3D Library Adventure
« on: March 16, 2018, 09:50:49 am »
Sorry to be confusing, I said "and I attached a bunch of animated gifs also." I just meant about my post having links to gifs.
But yeah I 100% get what you're talking about, yeah it would be cool to have 2d animations in 3d space! Funny miscommunication because all the walking simulator examples from my post actually do have objects like that.

14
##### Journals / Re: 3D Library Adventure
« on: March 15, 2018, 11:24:52 pm »
Awesome, having things like those in example games would be lovely.
Animating GIFs was already an attempt I did but haven't been successful for now.
I don't know what you mean, sorry. I just meant I put gifs in the post, maybe you thought I meant something else? I'm confused. If you mean inserting animated gifs into games as flat objects to be used in 3d space, then I hadn't thought of that but that would be cool lol.

Also funnily enough this evening I randomly played an indie game I almost never think of, and I totally forgot it's another game that has a few 3d objects while most things are 2d, this time it's the bosses. Titan Souls https://gfycat.com/KeyBriskIndusriverdolphin

15
##### Journals / Re: 3D Library Adventure
« on: March 15, 2018, 07:43:24 pm »
No prob! What you're doing is super cool.

Yeah I'll share what I have in mind for myself if you want, for sure! No promises I'd actually be smart enough to successfully tackle doing these but they are things I do think about often-ish.
First off I'd like to not use any light sources whatsoever. There are two separate ways of using 3d that I think about doing if I could and I attached a bunch of animated gifs also.

#1
is to insert the occasional 3d model for different visual effects while the vast majority is 2d. An example is Castlevania: Symphony of the Night.
https://gfycat.com/TiredInfantileIberianchiffchaff
Also maybe doing 3d backgrounds when the rest is all 2d, like Touhou.
https://gfycat.com/FavorableRaggedCowrie
or Sonic Mania
https://gfycat.com/MenacingCooperativeChipmunk

#2
is I'd like to make basic 3d "walking simulator" sections to games.
Examples of what I'm thinking are a couple games by this guy (https://gamejolt.com/@dustmyte)
seizure warning maybe for the next 2 gifs
https://gfycat.com/SlipperyElderlyHoneycreeper
https://gfycat.com/AgreeablePitifulFanworms

https://gfycat.com/MelodicGlassHumpbackwhale

and the indie game Proteus.
https://gfycat.com/WeepyDentalAnole

(and as an extra thing that's way too nice looking to attempt, here's BlazBlue which shows how light sources aren't needed for great looking things, the lighting is all pre-baked https://gfycat.com/WebbedSilkyDevilfish & https://gfycat.com/GenuineRedDairycow)

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