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Messages - Rukiri

Pages: 1 2 3 ... 6
1
Game Art / Re: Pixel Art Thread
« on: June 28, 2014, 12:05:20 am »
Just stuff I'm working on.

2
Ask a Question / Set text color for a specific word or phrase
« on: June 28, 2014, 12:01:22 am »
Hello.

I'm currently working on a RPG system on several platforms, Unreal Engine 4, Unity3D, and wanted to add Stencyl to the mix as a lot has changed since 2.0!  What I'm currently working on is a dialog system, now there is a dialog extension but I just like making my own stuff.  What I'm needing help with is trying to change the letter of a word or phrase in dialog.

So for example.
Hello, my name is Erick and it's nice to meet you!   

I would use a special character like /* so if that's located anywhere in the text that word or phrase is colored to whatever I set, and obviously I would add /! to set it back to the default color. 

I'm wanting this to be done in design code of course coding it in Haxe would probably save time but I feel it isn't needed for a dialog system with stencyl. 

3
Ask a Question / Re: Can sensors collide with tiles?
« on: June 27, 2014, 11:51:36 pm »
But what about a specific tile on the screen, last time I used stencyl which at that point was before 2.0 (I just keep tabs on it) you just used an image that acted like a tileset.  Now unless stencyl has allowed you to create properties for a tile than great but lets just say the entire map was just filled with a grass tile.  And just for the sake of it your map size is 20x15 which is 320x240 pixel size which than tile size is 16x16.   So row 3 tile 5 and if you collide it does command.

Of course it's easier to just place a blank actor  as an object and if you collide with it will do something. 

4
Windows / Mac / Flash / HTML5 / Re: Caverns of Io
« on: June 26, 2014, 01:18:28 am »
The effect looks pretty cool!

5
Shared Resources / Outrun Racer example
« on: June 26, 2014, 01:17:18 am »
Note: This is not created by me, this is just an example I came by when working on an outrun type game in Unity3d and thought this would be useful for stencyl.  If I'm right, you're able to draw to the screen buffer and manipulate the images which is just stretch, skew, and give off a fake 3d effect.

http://codeincomplete.com/posts/2012/6/22/javascript_racer/

Please note you will not be able to just plop the code in, you will need to know haxe as some functions do not work the same, but it appears he's not using any engine/framework and it's just straight up html5/Javascript. 

6
This is a simple collision problem solved with a "switch" variable, if your programming spawns from RPG Maker and going onto Ruby, and C++ then you'll get where I'm coming from.

If actorA collides with actorB then DO
Variable - Trigger Switch: Set 1
"Do your event stuff here"
end
else if
Variable - Trigger Switch: Set 0
end


7
Ask a Question / Stencl 3.0 haxe and RPGs
« on: May 25, 2013, 11:12:10 am »
I love haxe, I love RPGs, and stencyl is shaping up (took a few years though).

I've been out of the loop for quite awhile as I've been busy with life and actually haven't touched my PC for quite awhile other than check my facebook or google+ status.

I am aware of basic dialog and rpg events being already available as an example but from what I remember how stencyl handles events/blocks with objects it makes creating rpgs overly difficult, creating a similar system in haxe is actually easier! I mean just going up to an NPC and following the dialogs that is (creating a FULL rpg is difficult regardless of platform or engine).

With 3.0 coming up and haxe, do you think stencyl will be ready for RPGs?  I actually want to try some of my 3D stuff that I've written in haxe (cloned final fantasy 6's world map ala mode7).

8
Ask a Question / Re: Tile animations
« on: May 25, 2013, 11:07:07 am »
I think this would be a nice idea, think auto-tiles with RPG Maker.  They're essentially animations but you don't have to write a script or event to update the frame as the auto-tile will do this automatically.

RPGs heavily have animated tiles.

9
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: May 15, 2013, 11:33:34 pm »
I love haxe and just use a opengl wrapper for my games as I do require some 3d in my games for anything requiring me to show a world overview, flying, or large plains (think Final Fantasy 9s world map).

I'd love to see a more Game Maker style esque setup, keep it simple and usable.

10
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: August 09, 2012, 10:49:09 pm »
3.0 is supposed to be released in summer, so I'd expect a September release based on 2.1.

What language was decided? I hate actionscript(never really cared for flash to be honest), I do however like javascript, python, ruby, lua(omg lua would be awesome with stencyl!), C++(can dream), c#, c, pascal, okay..I'm mumbling what I've messed with and know.

Lua would be a great language to use, it's lightweight, and fast!

11
News / Re: Plans for Stencyl 2.1 - A Better Scene Designer
« on: May 06, 2012, 03:00:59 pm »
"inspector" looks pretty sweet.

Looking forward to the better designer.

12
Here's the errors.
Code: [Select]
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at stencyl.api.engine.actor::Actor/updateTweenProperties()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/actor/Actor.as:1291]
at stencyl.api.engine.actor::Actor/internalUpdate()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/actor/Actor.as:871]
at stencyl.api.engine::GameState/createActor()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/GameState.as:1008]
at stencyl.api.engine::GameState/loadActors()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/GameState.as:774]
at stencyl.api.engine::GameState/loadScene()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/GameState.as:543]
at stencyl.api.engine::GameState/begin()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/GameState.as:297]
at Function/<anonymous>()[/Users/erick/Downloads/autobuild/preview/scripts/MyAssets.as:120]
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at flash.net::URLLoader/onComplete()

It's uploaded as Test Game.

13
Old Bugs (1.x/2.x) / Re: Creating a new call to function breaks flash
« on: February 13, 2012, 02:57:55 pm »
Errors.
Code: [Select]
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at stencyl.api.engine.actor::Actor/updateTweenProperties()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/actor/Actor.as:1291]
at stencyl.api.engine.actor::Actor/internalUpdate()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/actor/Actor.as:871]
at stencyl.api.engine::GameState/createActor()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/GameState.as:1008]
at stencyl.api.engine::GameState/loadActors()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/GameState.as:774]
at stencyl.api.engine::GameState/loadScene()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/GameState.as:543]
at stencyl.api.engine::GameState/begin()[/home/stencyl/stencyl.net/jenkins/jobs/StencylWorks-Dist/workspace/plaf/flash/root/stencyl/api/engine/GameState.as:297]
at Function/<anonymous>()[/Users/erick/Downloads/autobuild/preview/scripts/MyAssets.as:120]
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at flash.net::URLLoader/onComplete()


14
Old Bugs (1.x/2.x) / Creating a new call to function breaks flash
« on: February 13, 2012, 02:26:07 am »
example.

var test:Class = new Class(); (just pretend that's what you named your class and this is just a blank file)

When you give a call inside a behavior and test the game you get no errors and you'll see Stencyl finalizing and loading the game quickly then just dissapears and you go back to the editor.

I do not know if this is a issue with me itself but I have seen a A*pathfinder example as well that has the same problem.

If it's me fine, link me somewhere but the same method works in every other language and Flash game library and I've tested it with flixel, flashpunk enough to know it's more to do with stencyl.

15
Sorry if i revive an old topic, but this is the only one which came up by using the search for "two joysticks".

Dual stick control is VERY common on iOS and it should be integrated in Stencyl.
It should be also possible to assign different behaviors for the two different joysticks.

One controlling the direction where my player actor is running, the other controlling the direction where he is shooting for example.

There is also the possiblity where somebody wants to make one joystick to control up and down movement while the other one is controlling the left and right movement.
You should first ask if it's already done in action script 3 or flixel, or any flash game library.
But I couldn't find anything either, why not create a separate instance of the joystick?  but using a variable to differentiate them?

like var movement = joystick1; var fire = joystick2; something like that(never messed with joysticks yet or drawing a gameplay as I can't wait to start iOS and Android development.  Even decided on the Samsung note as the device might still stick with the Droid 4 because of the keyboard(I text like crazy and shoot email for work so yea virtual keyboards aren't cool in the business world.)

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