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Topics - Rainbros

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Chit-Chat / Color Pop (iOS)
« on: May 30, 2018, 03:24:36 pm »
Hey everyone. So this one was not made with Stencyl, but I thought I'd post it here in case anyone is interested.

Color Pop is a fun and casual match-2. Tap on groups of same-colored dots to pop them, and clear colors from the board to earn bonus points! When there are no more groups left, the board will refill - but only if there's room! Otherwise, it's game over.

There are also a number of beautiful color themes to play with.

<a href="" target="_blank" class="new_win"></a>

Free on the App Store:

I've put a lot of time and love into this little game, so I hope somebody enjoys it! If you do, a quick rating or review would be greatly appreciated :)

Ask a Question / Drawing on top of anchored actor
« on: July 20, 2017, 06:17:00 pm »
I'm just trying to draw some text on top of an anchored actor (it has to be anchored because I'm using a shader that I don't want to affect this actor). I'm aware that anchored actors draw on the top layer no matter what (which is horribly inconvenient--can't that be changed?). Some discussions about this problem indicate that one can draw text on top of the anchored actor by drawing the text inside a scene event, but this isn't working for me either -- it still draws below the actor. Am I going to have to spawn a new anchored actor above the other one to do the drawing?

Ask a Question / Shaders on Mobile
« on: July 12, 2017, 07:57:27 pm »
Why exactly are shaders unsupported on mobile? Is this feature coming soon?

I've tested a shader on my iPhone and it seems to work fine except during scene transitions. Is there any reason not to publish using shaders as long as it runs as expected?

Ask a Question / Grow Label from Center?
« on: July 12, 2017, 04:27:03 pm »
I have an actor with a label attached to it, but when I use the grow block on this actor, the label text is always drawn with its upper right corner on the center of the actor. I want the text to be centered on the actor so that the text appears to grow from its center. How can I do that?

Ask a Question / Drawing Pixelated Lines
« on: July 04, 2017, 11:54:13 am »
I'm looking for a way to draw pixelated lines of arbitrary pixel size with arbitrary thickness. So I was wondering, is there perhaps a way to decrease the "resolution" of drawing in Stencyl to get the pixelated effect?

If not, I would appreciate any other ideas on how to accomplish this.

Ask a Question / Need help with path prediction bug!
« on: July 03, 2017, 12:13:41 am »
Hey all,

I am working on a simple path prediction behavior which draws a path of dots based on your current velocity and any box2D shapes you might collide with. It's working as expected except for one thing: there is a kind of jitter in the path after a predicted collision with a horizontal edge, though it works perfectly for vertical edges. I've been looking over this for hours and can't figure it out.  :'(

Here is a link to a video showing the problem.

I've attached a code screenshot as well as the demo game if you want to play with it and try to fix it.

NOTE: the behavior uses the raycast and easy math extensions.

Would appreciate any ideas as to what is causing this.

Either this is a huge bug or I'm misunderstanding how custom blocks are supposed to work.

I've created a blank game with one scene. This scene has a scene behavior which has one custom block that returns nothing and simply prints "Hello".

If I use this custom block in an event within the scene behavior, Hello gets printed. However, using the block from outside of the behavior (e.g. in the scene's "when created") has no effect.

I think I read somewhere that custom blocks may not be working correctly. Is this the case here?

Mechanics Mini Jam / Balloons
« on: May 15, 2017, 11:59:18 pm »
Balloons is a fun physics puzzler (with lots of joints!) in which you manipulate objects by attaching balloons to them.  Touch all of the white hexagons with a black shape to proceed to the next level. I only had time to make 5 levels, so after the 5th level it restarts at the first.   :)

Click and drag a balloon to move it around. You can click a balloon to pop it. Press enter to retry the level if you get stuck!

<a href="" target="_blank" class="new_win"></a>

Ask a Question / Can't Compile to iOS
« on: May 15, 2017, 09:40:03 am »
My game runs fine in flash, but fails to compile for iOS. I've attached the logs, but apparently the issue is this:

[Thread-2279] stencyl.sw.util.StreamGobbler: [haxelib] xcodebuild: error: Unknown build action '9447/plaf/haxe-bin/mac:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin'.

What does that mean?

Ask a Question / Polygon Decomposition
« on: May 14, 2017, 01:45:59 pm »
I need to decompose a potentially concave polygon into convex ones. I know that Stencyl has a class called PolyDecompBayazit which does this for terrain. I'm wondering if I can somehow utilize this, if I give it a list of vertices? I could implement such a function myself but obviously I'd rather not if I can just use that instead.

Ask a Question / Mass for collision shape added at runtime
« on: May 09, 2017, 11:51:33 pm »
I have an actor that I give a new collision shape at runtime, but the initial mass value seems to have no effect on the newly added shape (it seems to just be the default 1). Resetting the mass after adding the shape (even just to 1) just makes it go berserk. Is this a bug?

Ask a Question / Palette and Events Sidebar Disappearing
« on: May 09, 2017, 07:59:14 pm »
So I posted this as a bug, but I figured I'd post here in case anyone happens to have a quick fix, as I really can't get anything done with this happening...  :(

See here for details

EDIT: I just discovered that View -> reset layout restores the page to normal. But still, a nasty bug.

Ask a Question / Concave Collision Shapes
« on: March 30, 2017, 09:02:07 pm »
I am trying to generate random polygonal collision shapes for an actor at runtime, but I would like the shapes to be concave, so I was just wondering...

Why is it that concave terrain is automatically decomposed into multiple convex shapes, but the same isn't true for actor collision shapes? It seems like it could work the same way.

Ask a Question / Drawing a Rotated Polygon
« on: March 30, 2017, 05:07:22 pm »
I have an actor that generates a list of random vertex coordinates to represent a polygon and creates the corresponding polygonal collision shape. I can then rotate the actor, and the collision shape rotates correctly. However, I also need to draw the polygon rotated, but of course it stays the same since I am not altering the original list of points (see the attached image, where the original polygon is filled with black, and rotating collision shape is outlined). I don't see any block to draw a rotated polygon, and I don't want to manually compute the translated points. I think I need to use the bitmap drawing extension with images, but I can't seem to get it to work. Perhaps somebody familiar with those can help me out here?

Stencyl Jam 17 / Endless Mountain
« on: December 19, 2016, 11:17:15 am »
Endless Mountain is a simple, relaxing snowboarding game. Just two controls, left and right arrows to turn. You score points by passing on the correct side of each slalom gate (extra points for being very close), and your run ends if you miss a gate or run into a tree.

I wanted this game to be very immersive, and I didn't want the player to feel bounded by the edge of the screen. So, I put a lot of effort into making it feel truly endless, and in fact you can explore to the sides of the trail, but you won't find much over there! Getting it all to work flawlessly was quite a challenge. To add to the experience, I implemented a changing day/night cycle, which I think turned out pretty nice. Since I wanted a very down-to-earth feel for this game, I opted for relaxing nature sounds rather than music. Don't forget to turn up the sound a bit :)

I spent a lot of time on the procedural trail generation algorithm. At first, I was using sine waves with randomized frequency and amplitude, but this method didn't quite have the natural, random look I wanted, so I switched to a different easing method that still allowed me to dynamically adjust the difficulty of the game. If you manage to get up to several hundred points, you'll notice the trail getting more erratic and windy, and gates getting closer together. I'm planning on tweaking the difficulty curve, as I didn't have a lot of time to test this yet. Tree spawning is another thing that took some time to get working perfectly, as it depends on the direction/angle that the trail is going. Figuring this stuff out was a lot of fun and a great learning experience.

There are a few things that didn't end up making it into the game by the deadline (for instance, a powerup that you can grab to temporarily slow down time, making it easier to pass gates precisely. I had this mostly implemented.) I would also like to expand the environment, with more interesting scenery, additional animals, a weather system, etc. I'm looking forward to improving the game after the jam, and I might even try an iOS release. I think the game would be well suited to a touch screen.

Gamejolt link:

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