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Topics - sparkyidr

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Paid Work / Composer/Sound Designer available for hire
« on: September 25, 2014, 09:42:45 am »
Hi guys.
Just wanted to let you know, I am currently taking in work as a composer/sound designer for your games.
I've worked on a lot of small (usually mobile) games over the past few years, but have also worked for larger companies like Konami and Warners (to name a couple)

Feel free to check out my soundcloud playlist of relatively recent works :

If you like what you hear, feel free to get in touch to discuss prices and what have you.
You can email me at :
Or send me a PM here (I will try to check PMs a few times throughout the day)

Thanks for listening.  ;)


I have an event (as part of a scene behaviour)that says

when actor of type (my chosen actor) enters the scene
set "goodies count" to goodies count +1

I also have an event that says
when actor of type (my chosen actor) leaves the scene
set "goodies count" to goodies count -1

If I put 5 actors in my scene and start the scene, goodies count shows as 5.. nice.
But, as the actors leave the scene, sometimes it does the "-1" from goodies count, and sometimes it doesn't.
And it feels fairly random.

Sometimes it only does the -1 one time.. other times it does it 4 times...and sometimes 3... but never all 5

Any ideas? the logic seemed pretty good to me.

Ask a Question / Struggling with physics a bit :(
« on: March 26, 2012, 07:15:19 am »
Anyone know how I can get the physics engine to behave more like this game :

Like how it feels very solid, and the blocks feel pretty sturdy when they are falling etc?

I have been messing around with the physics in my game, and it seems no matter what combinations of heaviness and friction's always just so so so wobbly   :(
(I have bounciness set to 0 on everything btw)

Even just stacking up around 5 or 6 blocks (snapped to the tile grid) is difficult without them falling under their own weight, or wobbling around and eventually toppling over....and if I drop anything on them from any kind of height at run-time, it's pure carnage.

Anyone got any tips for making really nice, solid blocks?

Any idea why the "particles" in this game work fine in ios, but not in flash.
(i.e. when you click/tap on a block, it creates a set number of an actor, and gives them a random simulate the block exploding)

It doesn't appear to be spawning them in flash, but seems to be working as expected in iOS
It works fine on both in 1.4 btw

have attached the behaviour for those that don't know it.

Have also tried replacing the "touched" with a mouse click, but it still doesn't work in flash.

Not a big deal, but deffo seems odd.

Ask a Question / Draw line x/y confusion.
« on: February 22, 2012, 03:50:00 pm »
I am trying to draw a line between 2 actors, and having a bit of trouble. So I removed the second actor, and to test, just want to draw a line between 1 actor, and an X/Y onscreen

I have a behaviour with 1 block attached to actor 1:

When drawing
draw line starting at - x of self, y of self ... ending at x=160, y=0

I would have expected that to draw a line from the x and y of the actor, to x160, y0 onscreen (top middle) right???

But it doesn't. see the attached screen grab

Really not sure what I am doing wrong :(

Ask a Question / Platform motion + Ride on platform (having problems)
« on: February 16, 2012, 06:02:57 am »
Hopefully someone can help me out as to why I can't get these 2 things working together when the platform is moving horizontally.
I downloaded the pack from stencylforge that has the platform motion, ride on platform, and drop after time behaviours in.

Created a platform actor, stuck it in a group called platforms, and made it colide with my player.
Attached the platform motion behaviour to it, and set up 2 platforms, one moving left/right, and other moving up/down to test. Gave it some values...and awesome. It works really well.

I then added the ride on platform to my player. Chose the platform group in the drop-down etc and tried my scene again

On the up/down platform, it appears it works really well (as you don't get that "physics" where as the platform drops the player falls slightly afterwards)....I assume it is working fine there as I see a difference to when I didn't have that behaviour attached.

When the player is on the left/right moving platform however, it behaves exactly as it did before I attached the ride on platform to my player.
i.e. player stays stationary as the platform slides left and right under it

My player has a circle collision as a test, I changed that to square..but no difference there. Also messed around with the players heaviness and friction settings...but again, it seems the same.

Did I do something wrong? or am I missing something?

Is there an easy way to do this?
I have a "time" counter in my scene which counts up 1 per second, and I want to display is as e.g  1.35....

att he mo is displays as something like 1.3500032 (as an example)

Just wondering if there was an obvious way to limit the decimals to 2 that I am missing somewhere.

Cheers in advance for your help


I'm really not sure what I have done wrong here...but I am having real trouble figuring out a problem I have.

I have 2 actors in a scene. One in a collision group called players, and one in a group called exit

To simplify things, I have deactivated ALL my behaviours except 1, and removed everything except a "kill self" when it hits the other actor as shown in the attachement:

When I test in 1 hits actor 2, and expected
When I test in iOS (in the simulator, or on my device), actor 1 hits actor 2....and stays there.

Am I being really thick? As I have said, I have simplifies the rule about as much as is poss. I originally had it triggering a game attribue to true, and then had a scene behaviour doing stuff when that was true. So thought I had messed up somewhere with that. But this basically says, if 1 hits 2, kill 1 right??? And as stated, works as expected in flash.

(am running 1.4.1 btw)

Any ideas?

Game Art / Do you need music? Seasoned pro offering my services.
« on: February 02, 2012, 06:07:32 pm »
Hi there.

Just thought I would pop up a small message to le everyone here know that I am a musician, and can be hired to make music for your games.

I have sound-tracked a number of games (mainly iOS titles), and you can check out a few examples here :
(there are a couple of freebies on the soundcloud page too)  :)

I've everything written 60's surf rock to full on orchestral pirate themes, to 8bit chiptastic tunes.....and pretty much everything in-between

Drop me a line if you need music for your projects and we can discuss further.



Windows / Mac / Flash / HTML5 / Doodle Ski (or a cut down little demo)
« on: January 06, 2012, 04:11:28 pm »
Hiya. I am new just mainly wanted to say Hi.

My name is Sparky (or Mark if you are being formal), and I am one half of Flaming Mitten Studios.

I have used Gamesalad for a couple of years, but headed over here on the recomendations of a few people on the forum over there.

Been bashing about with Stencyl for a few days on and off, and managed to knock up, a very rudimentary/cut down version of our iOS game "Doodle Ski", and stuck it on the website.

So far, I've been really impressed with Stencyl.


Hopefully I will be around here more from now on.

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