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Messages - frostburguer

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Chit-Chat / Re: The Great List of Programs to Use with Stencyl
« on: July 25, 2011, 05:40:27 pm »
anyone knows how 2 get pxtone?

and about pinning, i dont even know if its in the right board..

I am not sure and have not tested the following suggestion: Maybe test for collision with walls on the sides, then disable gravity for the actor and setting a "push force" (actor/motion block) towards the wall would hold him in place and allow vertical motion.

Ask a Question / Actor Attachments (like the gun in gun & run)
« on: July 25, 2011, 09:36:39 am »

I am making a space shooter where one of the powerups are small wingman ships (like tokyo - scramble formation arcade game).

These small actors should follow the main player actor, what is the best (cpu/memory) way to make it?

From the gun&run example I could export the player actor X and Y and make the other actors update their coordinates in the always block of a "follow player" behavior, but I am expecting dozens of addon actors...

I also could make they follow the input controls from the interface, some tests show that if you lay down two copies of a player actor in a scene, they move together.

Is there any other way to make an actor follow another while mantaining formation? What is the best (cpu/memory) way to accomplish it?

Chit-Chat / The Great List of Programs to Use with Stencyl
« on: July 22, 2011, 08:39:37 pm »
Ok, I am going to be a bit pretentious here.
I want to put in one place all the programs we can use to make graphics, animations, sprites, sounds, music, etc...
If you know of any great program that can be used with stencyl to make game resources, just post it here...

Disclaimer: this is in no way intended to advertise program X or Y. Just to point out to fellow stencylers where the resources are.

But lets set some standards for the program reference:
Licensing: Please mark if the program is:
OpenSource / Freeware / Shareware / Commercial
Code: [Select]
[b][color=green]OpenSource [/color]/ [color=blue]Freeware [/color]/ [color=gold]Shareware [/color]/ [color=red]Commercial[/color][/b]
Platform: Please state the platforms the program is available.
All Platforms / Windows / Linux / Mac
Code: [Select]
[b][color=green]All Platforms[/color] / [color=purple]Windows [/color]/ [color=orange]Linux [/color]/ [color=gray]Mac[/color][/b]
Link: link to the program's website. Front page, not the download page.

Description: Some words about what the program does. Whenever possible, quote the program's own website.

I will try to update this list often as more programs are listed.

The Great List of Programs

Gimp / OpenSource / All Platforms /
Gimp is a image manipulation program, for "photo retouching, image composition and image authoring".

Inkscape / OpenSource / All Platforms /
"An Open Source vector graphics editor, with capabilities similar to Illustrator, CorelDraw, using the w3c SVG file format".

GraphicsGaleFreeware / Commercial / Windows /
"Powerful tool for spriting and pixel art."

FamiTracker / OpenSource / Windows /
"FamiTracker is a free windows tracker for producing music for the NES/Famicom-systems"

Paint.Net/Freeware/Windows /
"Paint.NET is free image and photo editing software for computers that run Windows."

BFXR/OpenSource/All Platforms/
"Bfxr is the program of choice for many people looking to make sound effects for computer games."

Audacity/OpenSource/All Platforms/
"Audacity is a free and multilingual audio editor and recorder."

Finale /  Shareware / Commercial /   Windows / Mac
"The premier family of music notation software" *the 2008 version seems to no longer be available.

Synfig Studio / OpenSource / All Platforms /
"Synfig Studio is a free and open-source 2D animation software, designed for creating film-quality animation using a vector and bitmap artwork."

The Great List of Credits
This list is made by the stencyl community. I just update the list with the contibution of fellow stencylers, listed below in the replies.


I just tested it in my game (FlxG.timeScale = 0.001) and it works remarkably well at slowing down the game and appear paused, it even stops timed tasks as you would expect them to. Sound (or background music) continues playing appropriately. the main problem is that it also stops detecting user input, it seems like it only checks each frame (which makes sense), but if you have to use a button to unpause the game then you have to wait for a frame to pass before it will respond.

Quote from: FlixelAPI
timeScale   property   
public static var timeScale:Number
How fast or slow time should pass in the game; default is 1.0.

You could use a "do after X seconds" block to set a viewing time of the message. Set the X to 1/1000 of the time you want to display it. Then set the timeScale back to 1.0.

I was thinking of how I would do it myself for a game, this should really receive more attention and perhaps a better solution implemented in a code block on a future version.

This "freeze game" / "unfreeze game" blocks just made into my wishlist... XD

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