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Topics - Epic428

Pages: 1 2 3 4
1
Chit-Chat / 2/3 of mobile free to play gamers quit within 24 hours
« on: April 10, 2014, 05:55:00 am »
I'm on break at work so I can't respond to this fully, but I thought it was worth sharing as a discussion for creating more engaging games and increasing the percentage of those who spend money on games. I find the numbers interesting but not very surprising. What are everyone else's thoughts?

http://m.ign.com/articles/2014/04/10/two-thirds-of-mobile-free-to-play-gamers-quit-after-24-hours

P.s I'm on my iphone so it is a mobile link

2
Completed / Universal debug console (all done except HTML5)
« on: September 08, 2012, 12:07:37 am »
I was just skimming through the 3.0 forums and noticed that under the faqs the debug option for all platforms varies widely.

A great idea would be to implement a universal console. It's probably a bit far-fetched depending on how extensive of a project it would be. I can see things like the iOS console being an issue if they can't be synced to anything else. But an idea might be to do it as web based service?

Like flash for example would send the data to stencyls servers from the app then come back to a java applet inside Stencyl. If the other platforms could follow the same principle it would make debugging overall easier for everyone, especially those who aren't quite sure how to locate the consoles. Anyway, possibly good for 3.xx or 4.xx.

3
Resolved Questions / X/Y of Collision Doesn't Work?
« on: September 04, 2012, 10:40:43 pm »
In an effort to set bullet spawn points, I decided to give an actor two separate collision boxes overlapping each other so they would constantly be colliding (Not sure if its even possible).

However, when attempting to test this theory, I found that the "X/Y of Collision" block doesn't seem to be working properly.

I've included a screen shot of the error message and then a shot of what the behavior looks like. It seems like it is the block itself which does not work.

Tested in 3.0 beta and 2.0.1 copies currently on my system.

4
Ask a Question / Get x/y position of collision shape?
« on: September 04, 2012, 09:55:05 pm »
So I'm tinkering around with an old project of mine and working to overcome certain obstacles which prevented me from moving forward. The project is a Top-Down Shooter. If everything goes right, I plan to release the base of it as a kit. This means the behaviors involved must be reusable and kept to a minimum without loss of functionality.

One obstacle I haven't been able to overcome is creating bullets at the right locations. The reason it is so difficult is that different weapons will be positioned in different locations relative to the player, thus I can't utilize a static point for a bullet to spawn.

For example, a bazooka would sit off to the side of the player as if it were on his shoulder, a pistol would likely sit at the center of the player, where dual pistols would sit to each side of the player. Because these positions change based on the weapon in hand, the locations in which the bullets spawn must also change.

The next part of this problem is that the player constantly faces the mouse, as result of this there is 360 degree rotation. So setting the position isn't as easy as just offsetting it, I would have to transform that point to stay aligned with the direction being faced.

Moving forward, one idea I came up with was to define the bullet creation points within the individual weapons. I would do this by creating a 1 pixel by 1 pixel collision box at the tip of the weapons. My only problem is figuring out how to obtain the location of the collision shape during the game.

I've scoured the API's looking for something that would return this data with no result.

To push this even further, it would be extremely ideal if I could get these locations using the name of the collision shape as I've defined it in the editor (what are the names used for anyway as I've found not one place in Stencyl where they're used beyond the collision box creation?)

5
I tested in 2.0.1. Hidden "Actor Type" attributes and "Animation" attributes show up in the Actor Customizations for scenes. I'm not sure of any other attribute types as I have not tested beyond "Animation," "Actor Type" and "Actor".

In my screenshot below I marked the "Animation Type" attributes as hidden despite their names suggesting otherwise just to see if they too had been affected.

Hidden "Actor" attributes do not show up in actor customization.


6
Old Bugs (1.x/2.x) / Finnicky Block Dragging With Multi-Layered Blocks
« on: September 04, 2012, 12:26:46 pm »
I'm messing around with some old projects I've been working on and noticed that block dragging can be quite a hassle when blocks are layered. It isn't necessarily a bug per se, but its not quite a suggestion either.

As blocks stretch due to the addition of filling fields with more blocks, the "Hit Boxes" for each field stretch as well. This means that a complex math equation can become a real pita when trying to click and move blocks around. The easiest way to work around it is to grab a part of the block where there is static text, i.e. the "x" in a multiplication block.

I've attached a screen shot which shows how the "Hit box" stretches. It's almost like it stretches to fit the size of the block layered immediately beneath itself. You can see this when you have say 3 or 4 layered blocks on one side and 2 layers on the other.

I tested this out in 2.0.1.

Need more info let me know, but if you replicate the image below and then try to drag the radians block by clicking it above the radians drop down, you'll see exactly what I'm talking about. The drop down gets selected vs the block being dragged.

7
Archives / Incorporate Speeds in Upload/Download dialog
« on: May 10, 2012, 02:19:44 pm »
I would be nice to be able to see how fast I am uploading resources and Games to the arcade/forge as well as how fast I am downloading.

Though this hasn't anything to do with Stencyl itself or game creation, I always like to make sure I am getting what I pay for in the way of bandwidth and that it is uploading or downloading as quickly as possible.

8
I'm not sure if anyone else uses the Nightly build of Firefox, but I've noticed that lately whenever I click a forum attachment to download it, it attempts to open an index.php file which contains a lot of gibberish.

i find myself having to copy the link address and paste it into chrome to download the file.

Anyone else have this problem, or know how to fix it?

9
Ask a Question / How to make prongers die when stomped on.
« on: July 08, 2011, 09:12:33 am »
From: FangsShadow
how to i calibrate that when the progers are stomped on they die?


I'm slightly confused by this question. If you are doing the crash course, everything should be outlined for you to be able to get this to work. I'm thinking you may have a problem with your collision groups, but unfortunately, without more information, I cannot give a better answer.

10
Resolved Questions / Seamless BGM between scenes.
« on: June 28, 2011, 11:38:14 pm »
OK, so I came across a problem with ASLoF while working on it tonight. It appears that with the integration of sounds channels and some changes to the sound code behind the scenes, it affected the game.

To start off, I had a CM behavior that contained a static function that got called by another behavior attached to each scene.

What happened was the scene would pass off a category and sound to the function. The function would check if the category is the same as now, and if not, play the new sound. This allowed me to continue playing the BGM while the scenes switched so it wasn't so awkward having it restart each time the player died, or if the level was really short.

Code: ("BGM Manager") [Select]
public class BGM_Manager
{
public static var BGM:SoundClip;
public static var Category:String;


public function BGM_Manager()
{

}

public static function LoopBGM(sound:SoundClip, cat:String) :void
{
if( cat != Category)
{
if(BGM != null)
{
BGM.inst.stop();
}
Category = cat;
BGM = sound;
BGM.loop();
}
}

public static function StopBGM() :void
{
BGM.inst.stop();
BGM = null;
Category = null;
}
}


The problem I came across that is a result of recent engine changes, is that when another sound plays, the music stops. So I figured, "ok no problem, I can just create a new DM behavior to utilize the new channel blocks."

This, unfortunately, does not work as a loop sound block, in a global custom block, comes back as being an undefined property, based off the scope of the methods.

So what I am asking is, what would be the best way to achieve my effect of BGM that continues to play when the scene is reloaded or switched, until it is told to play a different song?

Attached is the DM behavior I attempted.

11
Archives / Add block to get linear velocity of actor
« on: June 28, 2011, 05:31:10 pm »
For the longest time I have wondered why we have a block that lets us manually set the x or y speed of an actor, and then a block that lets us set its actual velocity, but we only have blocks to get the x or y speed of the actor.

There plenty of times where I want to get the actual linear velocity of an object, not the speed in one direction. So perhaps it would be a good idea to add this block.

12
Archives / Add a "Legend" to Behavior Screenshots
« on: June 25, 2011, 05:09:04 pm »
This would probably have to be something more long term as I'm not sure how "easy" it would be to implement.

Basically, I am suggesting that when a screenshot is taken of a behavior a small box gets added to it, either at the beginning or end of the behavior. This box should contain a picture or screen shot of every attribute in the behavior, list its type, and whether it is hidden or non.

I think this could be beneficial because then whenever someone shares a screenshot of their behavior, we won't have to ask what each attribute is, and you can tell if it is one that should be customize-able or not.

13
Old Bugs (1.x/2.x) / Take SS and Send to Friend Bug
« on: June 11, 2011, 10:05:49 am »
So I was trying to help someone through StencylTalk. I tried to send him a screen shot using the "Take Screenshot and send to friend" button. However, when I click it and save the Screenshot, the choose friend dialog looks very glitchy.

The first time I did it, part of the chat window displayed, when I did it the second time, a behavior displayed. Also, since I can't select a name, when I click OK I get another error message, I also found an error in the console as a result. I am attaching all relevant images and errors.

Code: [Select]
java.lang.NullPointerException
        at stencyl.sw.app.chat.ChooseContactDialog.getChosen(ChooseContactDialog
.java:85)
        at stencyl.sw.app.chat.ChatClient.sendFileToFriend(ChatClient.java:2264)

        at stencyl.sw.editors.snippet.designer.EditArea.captureScreenshot(EditAr
ea.java:976)
        at stencyl.sw.editors.snippet.designer.SnippetDesigner.actionPerformed(S
nippetDesigner.java:1168)
        at stencyl.sw.actions.SAction.actionPerformed(SAction.java:119)
        at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
        at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
        at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
        at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
        at javax.swing.AbstractButton.doClick(Unknown Source)
        at com.jidesoft.plaf.vsnet.VsnetMenuItemUI.doClick(Unknown Source)
        at com.jidesoft.plaf.vsnet.VsnetMenuItemUI$MouseInputHandler.mouseReleas
ed(Unknown Source)
        at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
        at java.awt.Component.processMouseEvent(Unknown Source)
        at javax.swing.JComponent.processMouseEvent(Unknown Source)
        at java.awt.Component.processEvent(Unknown Source)
        at java.awt.Container.processEvent(Unknown Source)
        at java.awt.Component.dispatchEventImpl(Unknown Source)
        at java.awt.Container.dispatchEventImpl(Unknown Source)
        at java.awt.Component.dispatchEvent(Unknown Source)
        at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
        at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
        at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
        at java.awt.Container.dispatchEventImpl(Unknown Source)
        at java.awt.Window.dispatchEventImpl(Unknown Source)
        at java.awt.Component.dispatchEvent(Unknown Source)
        at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
        at java.awt.EventQueue.access$000(Unknown Source)
        at java.awt.EventQueue$1.run(Unknown Source)
        at java.awt.EventQueue$1.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
        at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
        at java.awt.EventQueue$2.run(Unknown Source)
        at java.awt.EventQueue$2.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)

14
Old Bugs (1.x/2.x) / HTML Not displayed in Description in Game Center
« on: June 10, 2011, 12:40:22 pm »
Lol the title may not be so good, but I noticed that when at the game center, if you click on a behavior, or actor, or whatever that has a description, and the description uses HTML, the formatting does not work at the bottom of the game center.

To better explain this I have attached a screen shot, I can provide more if necessary.

15
Archives / Expandable Code Blocks
« on: June 10, 2011, 11:37:26 am »
It would be really great if we could have Code Blocks (and comment blocks) expand to contain all of the relevant text.

I had a user send me a screen shot of a behavior so I could assist him, and a good chunk of code was missing because the Code block had a scroll bar. This makes it harder to assist, and I shouldn't necessarily have to request they split it up among several blocks.

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