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Topics - Sunflower

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Chit-Chat / Stoopid ASIO doesn't allow me to use tracker ;-;
« on: October 11, 2012, 09:52:41 am »
As in topic.

When I try playing track in OpenMPT, the following warning shows:
There are no Creative audio products installed and running on the system that support ASIO

Apparently, it's because I took out the sound card from my computer, and there's apparently no way I would get it back. Also, I know it's not program-specific, since I've seen this error mentioned in context of other soundtrack creation software.

Also, the only files which have "asio" in their name, are ctasio.dll and ctasio64.dll, and they're both in DriverStore/FileRepository/stuffmorestuffetc., and the system doesn't allow to do anything with them, whether it would be copying or removing or whatever.

Anybody knows what else can help? >.<

Chit-Chat / [SOLVED] Missing screen resolution :<
« on: September 08, 2012, 05:27:11 am »
Hello there!
Today I've found that my monitor switched to rather... small resolution. 1024x768, to be more precise. Then, I switched it to something higher. However, the earlier resolution (1920x1080, native one!) was nowhere to be found; the highest one available was 1600x1200.

Does anybody know what could be the cause of it and how to fix that? ^^'
(and yes, I tried restarting computer :P)

Game Ideas / [WIP][Kit] My little system
« on: August 23, 2012, 03:06:22 pm »
So, for some time now I had been working on a kit which could help making most of my games; first of all, its system would include (and apparently does include!) a way to perform initialization without those annoying "do after xx seconds" blocks inserted when one realizes that some behavior initializes later than the others. Also, this system makes updates and drawing synchronized ( putting everything into one, large drawing event) and does some other fancy stuff I'm too sleepy to mention it all.

Anyway, I've recently made a scrollable text boxes. I don't know where and how I'll use them, but I'm fairly certain that I will, whether it would be for some ingame encyclopedia or tutorial or something. You can try them out here:

Also, if you're really interested, you can download the current version of Kit from Stencyl Forge as "Sun Kit". Note, however, that it's by no means a last version, not to mention that it's not properly documented yet; while it's rather important to know that standard creation block should be replaced with some custom ones, Update and Drawing events have their counterparts and such. Also, it's not supposed to use built-in physics at all, and it works only for Flash (at least for now? O.o').

So yes, any bugs, questions, suggestions (apart from better documentation and such)? O.o'

Paid Work / [Behavior] Emptiness
« on: August 09, 2012, 11:08:17 am »
Dear Stencylers,

I present you... NOTHING!
Not only that, but emptiness and space as well! And it's pretty simple to use, too!

Here's the quote from behavior description:
A set of custom blocks containing:
 - nobject (null) getter
 - nobject checker (to use instead of equality blocks)
 - empty text getter
 - white space getter

Nobject (or null) getter and checker can be used when there's a possibility of certain object not having value at all (e.g. if you didn't select any Actor, the "Selected Actor" value would be nobject). Because of technical reasons nobject doesn't work properly in equality block; you should always use nobject checker instead!

Emptext and space blocks return empty text and white space, respectively. They can be used for filling out the blanks and get rid of crosses which give the impression that something is missing, as well as make the logic easier to read.

All blocks used here are Global Custom Blocks. It means that this behavior doesn't need to be attached anywhere!

It can be found on Stencyl Forge as "Emptiness".

Any questions? ;)

Shared Resources / [Behavior] Any Actor of Type
« on: July 28, 2012, 11:58:01 pm »
Yes, I've made another behavior. This one isn't really complicated, but I suppose that it might save a bit of time which you would otherwise spend on snapping "for each actor of type" block just to do something for a single actor.

Anyway, I'm so lazy that I'll just copy-paste a description:
Scene behavior containing two Custom Blocks: one for getting any actor of type, and another for any actor of group. IT MUST BE ATTACHED TO THE SCENE! I tried using Global Custom Blocks, but they seem to dislike "for each actor of something" loops. ;-;

"any actor of type" block can be used:
 - to refer to an actor which is known to be single, e.g. player, without using "for each actor of type" loop or attributes
 - in blocks which use property common for all actors of type. I suppose that "type of [any actor of type [Something]]" isn't a particularly useful example. ^^'

I don't really know what "any actor of group" block can be used for, but I decided to add that anyway.

Any doubts? ^^'

Archives / Divide Custom Blocks by behavior folders
« on: July 28, 2012, 12:42:19 am »
Yes, I seem to be quite obsessed with Custom Blocks. Probably because they're very convenient way to simplify a lot of things, and thus I make a lot of them, which in turn makes finding them quite an effort.

Currently there is a single category for Custom Blocks, with sections associated to behaviors. It's different compared to e.g. Actor blocks, where are categories "Position", "Motion", "Properties", "Draw", "Tweening", "Effects" (and e.g. "Motion" is split further into sections "Speed", "Force", "Turning Speed", "Physics").

So what if this currently skipped tier was used for dividing behaviors by folders?
Let's say that someone made such behaviors and folders:
Code: [Select]
Display >
> Draw text at position
> Special effects
Ingame >
> Tiled motion
> Hit da monsta
> Magic potions
Some behavior
Another behavior
For the sake of example, let's assume that each of these behaviors has at least one Custom Block.

Currently, the structure of categories and section would look like that:
Code: [Select]
    Turning Speed
    [I suppose you get the idea till now]
  [and here are those categories etc.]
User Input
Numbers & Text
  [one category to rule them all]
    Draw text at position
    Special effects
    Tiled motion
    Hit da monsta
    Magic potions
    Some behavior
    Another behavior
While I would like it to look more like that:
Code: [Select]
[nothing changes till the "Custom"]
  General //category for behaviors without folder set
    Some behavior
    Another behavior
    Draw text at position
    Special effects
    Tiled motion
    Hit da monsta
    Magic potions

So, what do you think? O.o'

Nah, this game doesn't involve pinnipeds. I bet you're very disappointed by that! ^^'

Anyway, here's what I've made so far:
As you can see, there are 5 10 levels. Hopefully I'll add more. ^^ Note that when the level is finished, is automatically redirects to the level selection!
(and yes, in case you're interested, I'm going to use some of this space out there in the level selection menu; it's not going to be empty like that forever >.<)

If you need instructions, they can be shown with questionmark button visible during the game (or you can check level descriptions), at the right down side. "ZERO" is the same as "=0" and it practically means that you should cover all the gems of given type. Also, A and D keys don't work for rotating yet! >.< I hope the rest is intuitive enough.

I'd like to add some more possible backgrounds, many more levels, and some backstory to that. Oh, and clocktowers. Everything is better with clocktowers! Especially soundtrack!
Oh, and if you're an artist, please check my request for backgrounds:,11955.0.html ^^'

Any questions? Any bugs found? O.o'

--- EDIT  ---

Well, since I wouldn't like the Inspector feature to be omitted, here's the copy-paste of related post! O.o'
Now you can press "I" when you're placing a piece to toggle Inspector. When activated, it shows different symbols on corresponding fields of currently selected shape.

"v" symbol means that there are too many gems of given type, and covering them is a good idea.
When it's double "v" (vertically, not horizontally; it's not "w", mind you :P), it means that it's one of gem types which should be covered completely.
When a dot is added to either symbol, it means that once you place the piece, the requirement for given type will be met.

Blue dot means that the requirement for given shape is already met, so you don't have to cover this type specifically, but it won't cause not meeting the requirements, either.
Red cross means that once you place the shape, there'll be too few gems of given type uncovered.

It can be explained with this screen.
Red gem has green symbol over it, because there are too many red gems uncovered. After placing this shape there'll be only two reds uncovered, which meets the requirement; hence the dot over the symbol.
Green and cyan gems have already their requirement met (as it can be seen on the left), but even when they'll be covered, there will still be enough of them - placing the shape there is rather neutral when considering these types.
White gems, however, cannot be covered like that! Although there are too many of these, placing this shape would cover two such gems at once, which would leave too few of them. Hence the red cross!

Hopefully this feature will make the process of elimination and the gameplay much easier. ^^'

Paid Work / [Graphics] Need screen-sized backgrounds
« on: June 26, 2012, 10:03:32 am »
Hello, there!

I've been working on a puzzle game, and this is a topic with link to demo (updated at 30.06.2012!!!; I won't explain how to play it here, since I'm wondering if it's already at stage where player can figure that out from the game itself). However, I'll probably need some backgrounds, especially since this actually is going to have some story. Now isn't *that* amazing? O.o'

The request

More specifically, I need 5 backgrounds, 640x400 pixels each:

 - Communication towers of some sort; there are four of them, and they're seen from the top, so I imagine it about like on this image:
The four "tops" (which are represented by squares) should be in this exact arrangement, maybe with exception of making them slightly bigger. It's because each of towers will have 4x4 square of ingame objects on the top. For the same reason I don't except great variety in these areas, since they'll be covered by the objects, anyway. What will be around these towers, it's up to your imagination; I imagine some sort of great futuristic city, but I won't mind if artist will have different vision. ^^'
(oh, and if here's an image of what'll be on towers tops; if you want to check how the overall result will look, just copy-paste it onto your background; note that I can control colours and alpha of this thing as well!)

 - Frozen, polar-like land; actually, it's related to some laboratory being out there, but I think it should be an addition rather than the main focus. I expect this image to be more about the environment, and to be generally pretty. Bonus points for aurora. ;)

 - Mysterious forest; more specifically, I'd like it to look as a path in such forest, with big and rather dark part in the middle, like some sort of a tunnel, except it's a path in a forest, not a tunnel. However, I also think that some spirit-like lights around will rather add to the general mysterious mood rather than kill it. ;)

 - The Clocktower; I won't be really picky here. It might be clocktower seen from an outside as well as some interior clockwork mechanisms. The condition is one: it must capture the essence of clocktowerness. ;)
(note that it comes from a Castlevania fan! And yeah, soundtrack is another matter :P)

 - The Battleship Core; Likewise, I don't really have a clear vision of it, so I'm likely to be pretty open here. However, I'd rather like it to be related to interior of a spaceship or an abstract representation of a chaotic, non-deterministic system, since both seem to be quite fitting to the game. ;)

Other notes:
 - If you're not sure if the general concept of image is proper for my needs (especially arrangement of image elements, since it's rather important for the game), you might send me a draft. I might or might not approve it, but I guess it'll be less frustrating than making the whole fully coloured image to find out that its arrangement isn't a proper one.
 - I'd like backgrounds to be rather consistent with ingame elements as well. ^^'
 - I don't really care who'll make the backgrounds, different backgrounds may be made by different people. However, when I'll have a choice between backgrounds of similar quality, I'll try to reduce the number of artists involved for the sake of convenience; not only because it's easier to communicate between fewer people, but also because it's easier to settle things related to possible revenue sharing, or similar matter.
 - I'm not sure how I'll deal with possible payment, but the most likely options are: ad revenue sharing (on sites where it's relatively easy to include, like Newgrounds where you can choose the exact percentage) and sponsorship split, if I somehow get my game sponsored. O.o' I'd rather not use direct payment unless I'm sure I'll get enough to cover this cost.

Any more questions? O.o'

Archives / User-defined constants
« on: June 10, 2012, 01:20:10 am »
As in topic.

They would be commonly used values of numbers, text and booleans or typically used pieces of code (perhaps some other value types as well, but these ones shouldn't cause much problems).
Such constant would work like "Code" getter block (in contrary to action blocks, which cannot be inserted as arguments for other blocks) with fixed value. So if you e.g. define constant "FIELD SIZE" of value 32 and then use the "set x to [[x of Self] + [FIELD SIZE]] for Self", the code (in Flash, at least) will appear like that:
actor.setX((actor.getX() + 32));
Where 32 is of course FIELD SIZE replaced with its value.

I imagine their block being somewhere around Attributes section; this seems to be the most fitting place for these. They could have category somewhere around Game Attributes section.

Benefits from such constants:
 - easier understanding of logic with proper names rather than some numbers-out-of-nowhere
 - inserting it directly as code doesn't drag down the performance
 - ease of modification key values from one place; especially useful when you want to have e.g. different dimensions on different systems

Archives / Built-in behavior docs
« on: June 08, 2012, 03:09:54 am »
Generally, when I want to make behavior usable for others, I want to make clear how to use it, when which event should be triggered and how to use different Custom Blocks. Sometimes it's pretty straightforward, sometimes it's, unfortunately, not. Technically you can add Description to proper blocks and such, but I think it's meant more for brief reminder what which attribute/block is supposed to do rather than the whole instruction.

Technically I can include these informations in Behavior description in Forge, but really, if I was using someone else's behavior and was forced to enter SF just to check one thing I'd be quite annoyed, especially since it's not easy to keep things organized there.

So, I thought that there might be a built-in mechanism for docs instead. When creating a behavior, you'd be able to include, apart from description, a detailed instruction how to use it. I think that the most convenient way would be make a separate tab for editing behavior properties rather than a pop-up window, like there's another tab for Actor Types editing. You would be able to provide details about specific attributes and Custom Blocks as well (in separate text field too, perhaps O.o').
I wondered about "Help" tab between "Preview Code" and "Properties" in behavior editor, which would show the docs inside the behavior window, but I think that it might be more convenient to open up a separate tab in the Behaviors/Actors/Scenes/Tiles/Whatever line, because sometimes you might want to see the doc while not opening the behavior (e.g. to check the details about the Custom Block usage which you want to place in different behavior).

I imagine the look of the Stencyl-generated docs about like this:
Behavior name
This is a brief description of behavior...

This is more detailed explanation how to use proper blocks and such, perhaps with some HTML-like formatting as well! And yes, that's what user has written in "Documentation" field.

Customiseable Attributes
Table of customiseable attributes and their types, with their brief description; kind of like in this page
If there are no customiseable attributes, this category isn't shown here.

Hidden Attributes
Table of hidden attributes; shows only if there are hidden attributes which don't have documentation field empty. Only the hidden attributes with any documentation (not description!) appear here.

Custom Events
...hmm, thinking about it, they might need some docs as well! O.o'

Custom Blocks
Table of custom blocks, their return type, argument types and brief descriptions.

Attributes Details
List of attributes, their brief descriptions followed by detailed documentation.

Custom Events Details
Likewise here

Custom Blocks Details
And here

I suppose that it would be quite technically difficult, but if something like this would be made, it would be awesome. ^^

Shared Resources / Mouse Position checks behavior
« on: June 05, 2012, 08:42:08 am »
I've just made a simple behavior allowing to mouse position checks I found relatively typical (without using sensors or something!!1!1). You can find it on Forge as Mouse Position.

It contains Custom Blocks providing following functionality:
 - checks if mouse is within given region

 - returns distance between mouse and "look point"
 - checks if mouse is within given radius from "look point"
 - returns angle from "look point" to mouse
 - checks if this angle is within certain range (with periodicity taken into account, so e.g. checking if angle is between -270 and -150 is the same as checking if it's between 90 and 210, or 450 and 570 and so on; but not between -270 and 210, because this one contains all angle inside and will always return true)

"Look point" is the point in relation to which distance and angle are calculated; I just found it more convenient to have it set beforehand and use repeatedly, rather than include its coordinates in every single block. You just need to make sure that it's correct before using distance/angle related blocks (e.g. by using "look point" setter block, which I included as well).

Hopefully some of you will find this thing useful... ^^'

That's quite an old bug, but I think it's worth reminding. I'm not sure, but it might have something to do with Flixel. Generally, when you make a control (e.g. named "Subtract") and assign minus sign to it, it doesn't work.

Instead, when you use it in e.g. "when updated" event (in <"Subtract was pressed"> block, for example), it prints bunch of "Error: null object" lines.

Can something be done about it? This bug is quite annoying, since it e.g. makes creating fully functional text box impossible!

Shared Resources / Snake Kit (RENEWED!)
« on: May 27, 2012, 01:09:47 pm »
I've made new version of Snake logic, now to be found on forge as...

(too bad I don't have this fancy Star Wars font here)

What you can find there:
 - snake moving with wrapping around screen
 - randomly reappearing fruit
 - growing tail after eating the fruit
 - killing by snake body and walls, with possibility of adding more Actor Types as killers
It would be good to read the description on Stencyl Forge. Really, I've put it there for something!

Also, I've completely changed the way collision system works. Now it's a bit more intuitive, I hope. Just note that each Actor needs to be registered / unregistered from collision map when needed. Not only that, but I've changed the snake's diet from strawberries to peaches, which is very important as well!

And one other thing: don't forget to disable Physics for every single new actor you make, unless you want to make things wibbly. ;)

Soo... any questions? Some bugs? Something not clear? O.o'

Paid Work / Who wants to make an RPG? :)
« on: May 22, 2012, 11:48:30 am »
Well? ^^

I think I'm about at the level where I'm able to make an RPG similar to NES Final Fantasy (or more Flash-related example, MARDEK). The thing is that I have too much ideas for games, not only RPGs, and it's difficult for me to focus on one thing, especially if I'm supposed to be in charge of everything...
...alright, I still spend most of the time dragging blocks in DM. But with something as huge as RPG the major part will be story/settings etc. rather than logic itself. And to be honest, I wouldn't like to be alone with that, especially since more people are more likely to come up with greater variety of NPCs, side dialogues etc.

Of course, I can't make 10 RPGs at the same time, so if many people will want me to help with their RPG ideas, I'll need to choose. In such case I'll choose the author I'd like to work with the most. It also means that the idea needs to catch my interest.

Also, you don't need to be afraid. I have no intention of stealing your ideas. If I don't accept your proposition, it means that it wasn't interesting enough for me, anyway, and I don't expect you to give me all the scenario at once. ;)
If you don't include all details of the game I'd like to know, I'll probably ask about them, anyway. Which might be actually a good sign, since it means that project interested me enough to ask about more.

What I might find appealing:
 - Original general story, plot twists, interesting and deep characters etc. (especially when it comes to unexpectedly good, yet convincing endings)
 - Some sort of freedom; maybe not necessarily something which leads to multitude of endings, but if the game allows player to search for things in different orders or if there are many subquests, then it's much more entertaining.
 - Humorous plot/ideas/NPCs (just note that "humour" is much wider term than "silliness", and can be played in variety of ways and situations, scary and serious including)
 - Example dialogues! Or rather, I'd really like to see a kind of dialogue the author can write, and it's up to author to choose which situation they would like to show; it might be the beginning, ending, something inbetween, or even some unrelated to plot NPC. Generally, that's exactly where I'd like you to show the best you've got, or at least something close enough! (while it probably still will be little compared to the all dialogues which would be needed for such game, so there's no way I'd base my hypothetical stolen-idea RPG on that, is there? ;) )
 - If you happen to be an artist, you can also show me example graphics of yours; they can be sprites or backgrounds, as well as speaking character portraits. Actually, an idea which doesn't require much more than bunch of simple geometrical shapes might work too. :P Just note that pixel graphics don't have to be bad, and complex graphics don't have to be good (character drawings from Lethal RPG Destiny were just... ugh! >.<). Graphical skills aren't necessary, but if artist can be already found, then it's even better. ;)
 - I also like when something seemingly evil turns out to be ok in general. For example, undead creatures don't have to be as evil as they're thought to be.
 - Interesting game mechanics. I don't really know what people might consider as such, but there are probably quite many not-so-overused models of RPG games. ;)
 - Interesting class/character features. For example, warrior skills would require pressing keys at proper time, while wizard would need the proper spell typed in; alchemist in turn would be able to mix items during battle to make something really explosive. It's just an example, you don't need to follow it, especially since it might take some time to code. :P

What is likely to repel me:
 - Poor dialogue/language. It's, like, the essential part of RPGs, so it should be great!
 - Horribly typical stories, but I hope I won't see many of them. :P
 - Usage of some common graphic libraries. Really, I'd prefer much more using original drawings, even if they wouldn't be of top quality, rather than something which can be seen in many other games. I particularly think of certain red-haired guy from RPG Maker...
So yes, if you don't have something original to show, just don't do it. If the idea really is that great, I guess it won't hurt to search for an actual artist (or artists, if e.g. one would specialize in character portraits, and the other one in sprites, or something).
 - Detailed description of mechanics, with different formulas and such. Really, that should better be left for game creation itself, I don't need them right now.
 - Same goes for characters/classes. Although I would like to read a bit about warriors, wizards or alchemists, I'm not really impressed when I see, like, 14 classes/characters, which aren't really that different. You really need to show me something unique about each of these which makes them sensible and irreplaceable party member.

Other comments:
 - This game doesn't have to include advanced combat/character leveling system. In fact, getting rid of levels and have battles in more puzzle-ish and less random fashion might remove the problem of grinding. You might actually get rid of battles at all and focus more on adventure aspect of game, with each quest being separate story in a way, rather than yet another "kill 50 rats" or "bring me 20 flowers".
(of course, I strongly encourage to be creative about quests in combat-based RPGs as well! Such kinds of quests as named above are actually what would be horribly uninteresting to me >.<)

What I can offer:
 - A dialogue system, whose recent version can be found here: [LINK]. Not only that, but since this system is easily expandable, I can include there e.g. control of camera or character movement.
 - Tile-based movement. This one should be actually much easier than aforementioned system, especially with 2D Arrays blocks I made before. ^^'
 - Interaction with NPCs/devices, as well as script triggering (when character steps onto certain field, that is). Not only simple talking, but if needed, I can add e.g. using selected items on NPC as well (which might be particularly useful in more adventure-based RPGs)!
 - If needed (haha, I guess it'll end up so, anyway), advanced battle system, with possible dialogues between opponent and characters, as well as possibility of making quite complex AI.
 - Some help with story/dialogues/other thingies.

That's it for now, any questions? O.o'

Archives / Exporting Animations
« on: May 08, 2012, 09:44:14 am »
Rather self-explanatory, isn't it? O.o'

Sometimes I'd like to copy an entire animation from one game to another without exporting the actor, but so far the fastest way is to use "Copy Frame" in one game and "Paste Frame" in another, which is horribly slow, anyway (especially without shortcuts). >.<

It's not something difficult to make, is it?

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