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Messages - MeToo

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1
Thanks for sharing it

2
Stencyl and Unity each have their advantages. Gaining modular animation support, imo, would be a big advance for Stencyl.

3
Ask a Question / How "mod-able" are Stencyl PC games?
« on: April 11, 2016, 02:34:01 am »
Is it easy for a Stencyl user to enable enthusiasts to mod the PC games he exports?

4
Resolved Questions / Re: Push Towards Behavior Causes Teleporting
« on: March 28, 2016, 05:24:46 pm »
Thank you for correcting me, and please forgive the late reply.

5
I'm considering learning Spriter or Spine, if only for making sprite sheets. Of the two is one more likely that the other to obtain Stencyl run-time support?

6
Resolved Questions / Re: Push Towards Behavior Causes Teleporting
« on: April 13, 2015, 05:01:07 pm »
Oh, thank you. Apparently not a bug. Can you please advise me on how I would use this behavior in a scenario like MrWagoner addresses here?

http://community.stencyl.com/index.php/topic,36445.msg206218.html#msg206218

It certainly seems like you'd end up with numbers in a greater range than 1, and -1

7
Resolved Questions / Re: Push Towards Behavior Causes Teleporting
« on: April 13, 2015, 02:26:54 am »
I'm still awaiting response on this issue.

8
Resolved Questions / Push Towards Behavior Causes Teleporting
« on: April 04, 2015, 11:27:41 am »
Here is a very simple example of the problem. Note how the ship jumps.

Other uses of this behavior sometimes perform correctly and at other times causes similar teleportation.

9
Bug Archives / "Push Toward" block behaving strangely when repeated
« on: October 01, 2014, 05:54:53 pm »
Demo game attached:

"pushing"   rapidly repeats small pushing of green actor towards pink actor.

for some reason when this is activated a second time, it does not push towards the pink actor. In fact it pushes away, if you'll just test the scene it's set up to auto toggle at the appropriate time to demonstrate the problem.


10
Extensions / Re: Joints Extension (3.1-only)
« on: September 29, 2014, 02:13:56 pm »
Thank you very much, Captain.

11
Extensions / Re: Joints Extension (3.1-only)
« on: September 29, 2014, 04:52:24 am »
Such a great extension, enables a ton of cool ideas, and simplifies a lot of others.

Two questions:

1. Is there a way to add an elasticity to the revolute joints? Like a bungee jumper would experience from a tower?

2. What would you consider the best way to animate the invisible bond of such joints? Again using the bungee jumper and his bungee as an example.

Edit: Also, what do the "limits" of the revolute joints refer to?

12
Ask a Question / Re: Porting Stencyl Games to Other Platforms
« on: July 23, 2014, 02:24:16 pm »
Bump

13
Ask a Question / Re: Porting Stencyl Games to Other Platforms
« on: July 19, 2014, 02:59:32 pm »
I've read about OUYA from android mobile conversion being very easy. But It seems OUYA did not flourish.

14
Ask a Question / Re: Porting Stencyl Games to Other Platforms
« on: July 19, 2014, 04:16:37 am »
Also pay licence fees to PS and XBox to develop and publish your game on their platform.
Actually it seems there is no fee for Xbox One
http://www.xbox.com/en-us/Developers/id

Sony seems to be talking about not charging for licenses (not 100% certain on this), now the sony DevKit is said to cost $2,500, but Sony has a repuation for lending them out "like candy" for a year at a time. Now if a Stencyl user didn't get that deal, it would exclude most Stencly users, with the exceptions of bigger Ghost Song like projects for PS4.

Of course real programming and licenses will be required.

The question is if a person with the proper coding knowledge were brought in, how great would that task be for them to "convert" Stencyl exported games.

Jon has said some interesting things about Stencyl'ls potential future ability to handle some of the consoles, for example:

"Quote from: Jon on October 19, 2013, 01:46:06 pm
Via Haxe, 3.0 ends up exporting to C++ for a bunch of the targets, putting most/all consoles within reach. If the framework we're using (OpenFL) handles the last 10% (integration with the hardware, controllers, etc.), then it's a doable proposition for the platforms which don't force expensive SDK fees on you."

March 22, 2014, 10:16:27 am

"Any console support is dependent on whether OpenFL supports it"
" They'd like to support PS4 and XBox One next, but no code has been laid down for this so far."


So the question is, at this point in time, what would be involved in a coder taking Stencyl generated code (presumably C++) and tweaking it for a specific, bigger deal kind of  game?

15
Ask a Question / Porting Stencyl Games to Other Platforms
« on: July 17, 2014, 06:31:19 pm »
I love Stencyl, and the variety of platforms we can export  to is a big part of that. As someone who does not know any coding languages the greatest temptation to use other game maker programs is some would allow us to export to more platforms, this is a particularly important issue for those of us planning a Kickstarter and wanting to know what we can promise people.

If we want to stick with Stencyl, for a number of great reasons, what would be involved in bringing someone in to port what we have made to other systems that other game makers support?

As related to each of the following platforms, what would this "porter" have to do? What languages would they have to know? How reasonable (downright easy in some cases?), expensive, time consuming would it be?

1. PS4
2. PS Vita
3. Wii U
4. Nintendo DS
5. Xbox One
6. Xbox 360
7. PS3
8. OUYA

Thanks

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