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Messages - merrak

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Ask a Question / Re: Custom block not firing?
« on: Yesterday at 04:50:20 pm »
Put a print statement in both the collision event and the custom block so that you can pin down if this is a misfiring collision event or a problem with the block itself. If you can'f figure it out from there then it might help to see your code for these events.

Journals / Re: Merrak's Isometric Adventures -- Physics!
« on: October 15, 2017, 10:08:05 pm »
Low-Level Victories. The downside to working on low-level code is there is little fanfare to accompany successes. If I were working on enemies or levels or something visible, I could post some screenshots showing off new effects. Instead, all I really have to show for a couple weeks' work is this screenshot that, while unimpressive, demonstrates a significant milestone in getting actor rendering and physics completed.

There's Marika in the temple, which up until now has been completely empty. While there's still a lot of work left to do, the new physics system will support some handy features.

Stencyl actors are now a sort of facade for an actor data class (VActor) that reside in a map. Basically, my actors can persist between scene changes and the physics system can continue to model them. This means I can run enemy AI scripts, like hunting the player down, on enemies that aren't in the scene.

This would be especially useful if, in the future, I wanted to make a large-world RTS game. In fact, Vallas Engine ought to be capable of reproducing the rendering found in SC4, Age of Empires, or any of those isometric games that had multiple-sized units. I don't have near the time or resources available to make something of that magnitude, though, but something like a small-scale city-builder might be a fun next project to look into.

Chit-Chat / Re: What makes a game a Great game?
« on: October 15, 2017, 09:37:17 pm »
I think the question is too broad. There are a vast number of preferences and tastes. For instance, I like building sims and RPGs. So qualities I would consider to be "great" would be vastly different than those found in, say, FPS'.

I'd say the best advice for developers is to consider what they would want to play themselves. Make the game you would enjoy playing. After all, you can't please everyone--but you can please yourself.

Journals / Re: Hoppy Pals (Gif intensive)
« on: October 15, 2017, 09:34:12 pm »
I'd suggest getting players hooked before showing them ads.

I'd also suggest thinking about how frequently the player will encounter ads. For a new player who has little practice, a game might only lasts 30 seconds. If you show an ad every "game over", then new players might be turned away by so many ads.

Total game play time may be a better model. When the app is first launched, let the player play for a few minutes before showing the first ad. When the timer has expired then an ad will be shown on the next game over and the timer is then reset. If it were me, I'd so something like 3-7-7-7 (time before first ad is 3 minutes, then subsequent ads are spaced 7 minutes apart). Less intrusive ads would be spaced closer together, and more intrusive (video, for instance) spaced further apart.

Journals / Re: Hoppy Pals (Gif intensive)
« on: October 15, 2017, 02:26:25 pm »
I remember there were coins in the original game. Can you use them to unlock characters? If the player ended the game and collected X coins then that would be an opportunity to present a reward video to earn a few more coins.

Ask a Question / Re: Help
« on: October 15, 2017, 12:15:32 pm »
Here's a simple example.

This is placed in a drawing event. When the boolean "Inventory Selected" is true, the message will appear. When it's false, it won't appear.

What you can do is create a similar boolean that is set to true when the character collides with an object, and is set to false a few seconds later. (Use a "do after X seconds" block to set the boolean back to false)

Edit. I don't know what happened to the colors in the image  :o

I haven't used the beta version for more than a few minutes, so I'm not familiar with what it is and isn't capable of. Beta Stencyl + Xcode has been a topic of conversation in the Discord chat for a few days. Can you not use the public Stencyl? Is the beta needed for the new Xcode?

Despite all the effort Apple put into documenting this function, they left off what the error code means. But I think it means you ran out of memory. I dug around various forums scouted by Google for a bit and that was the only consensus I could pick up on.

If you're trying to allocate 3GB of memory then that's a lot. Maybe take a look at your atlases and see what memory you need for all your assets.

Journals / Re: Non Named (Menu working stuff)
« on: October 14, 2017, 09:43:04 pm »
Another issue I've been having is a writer's block.

It's just hard for me to sit down for more than 25 minutes to write something up. I have ideas in my head, but I can't put 'em into words.

While it's easier said than done, it's important to let go of the "inner editor" and just get whatever down. That was the idea behind Nanowrimo, anyway. Just get the ideas down any which way and worry about finding the right words later. You can always edit the draft later.

Journals / Re: Merrak's Isometric Adventures -- Physics!
« on: October 14, 2017, 09:39:05 pm »

Is it possible to tween the text when you (for example) highlight the text with the keyboard or cursor? Could this behavior be used for like a character select screen or shop or something?

The buttons in the title screen don't use text. The highlight/normal label are just the actor's animations. I think it could be used for a character select screen. The way it is set up you would have to create a scene event and then a separate custom event that selects each individual character. You could also modify the behavior to have extra variables (say, for which character was selected).

I made a slightly updated version that would make it easier to do tweens or other effects. You can now specify a custom event that will be triggered whenever the animation state changes. The specified event is triggered in all behaviors for that actor. The idea is that you make a second behavior that contains those events and reacts accordingly--then you don't have to change the code for the button behavior.

I also changed how the animations are updated. Now the button calls an event "SetToUp, SetToDown, SetToOver" rather than using an animation block. Now there aren't duplicate animation block changes. So it should be easier to modify the behavior code to make it do other things when the button is clicked, highlighted, etc.

Cool title screen btw...can't wait to hear about any sound integration you have planned.

I need to find some good sound resources... but then again, I'm still on physics and actor rendering code right now. I have a bit of a way to go.

Journals / Re: Merrak's Isometric Adventures -- Physics!
« on: October 13, 2017, 11:20:12 pm »
Little Things. One of my pet peeves with keyboard games is when I have to use the mouse to navigate menu items. If it's a keyboard game, I should be able to use the keyboard for everything. But I should also be able to use the mouse if I want to.

Despite that, I never really bothered to set up keyboard menu item scrolling for my own games. It's a bit of a pain to do since you have to track which button is highlighted.

So I finally set up a nice behavior to manage this. I'm pretty pleased with how it came out. I attached the behavior to this post if you want to import it for use in your own projects. The code is commented throughout so it should be easy to figure out how it works and modify it to suit your needs.

Basic Instructions. Attach the behavior to an actor functioning as a button. When the button is executed then it will trigger the specified custom event in all scene behaviors. The contents of the custom event will contain the code that makes the button do its thing.

Keyboard scrolling is managed by the "Scroll Position" setting. If left at -1 then the button will ignore keyboard scrolling. If the scroll position is set to 0 then the button is the "Master". The master is configured to keep track of which button is highlighted and will trigger when the action key (Enter) is pressed. Otherwise if "Scroll Position" is set greater than 0 then it is "Slave". Its highlighted state is managed by the master.

To work properly you'll need to place the button in the scene and use customize to set its scroll position. There must be a master. You must also not repeat any scroll positions and not skip any.

Figure 1. This button is configured to trigger the custom event "Instructions" in all scene behaviors

Edit. Updated version of behavior, see two posts down.

Does moving its origin from center to bottom-middle make a difference?

Ask a Question / Re: Sabrina
« on: October 13, 2017, 08:33:53 pm »
"There are more sophisticated ways to do this and I don't know what security implications there are. You may want to do some further research, but the simple example should get your game up and running."

What did you mean?

Try the code I gave you and if it works then you should be good for now. Flash is slowly being phased out. When Stencyl 3.5 is released you may want to look at making an HTML5 version of your game, but that's something to think about in the future.

Ask a Question / Re: Sabrina
« on: October 13, 2017, 06:28:54 pm »
When your game is complete you can publish it. This will let you create an swf file. You'll need to upload the swf file to your website.

Once you make the swf file you'll need to make an HTML page to embed it on. I usually just copy an example and modify it. This is the one I use.

Code: [Select]
<object width="640" height="360">
    <param name="movie" value="Game.swf">
    <embed src="Game" width="640" height="360">

Just change both places I wrote "Game" to whatever filename you exported your project as. You also need to change the width and height to the dimensions your game uses.

There are more sophisticated ways to do this and I don't know what security implications there are. You may want to do some further research, but the simple example should get your game up and running.

Ask a Question / Re: Sabrina
« on: October 13, 2017, 05:42:50 pm »
how to put game on a website?

Assuming you have the .swf file and are wanting to host it on a webpage, this is the HTML code you need:

Your question was kind of vague, so I'm not sure if that's what you're looking for.

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