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Messages - merrak

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Ask a Question / Re: Encountered Error
« on: March 20, 2019, 09:12:21 pm »
What does it mean?

Click the button "Generate Logs" and attach the resulting .zip file to your forum post. Any information about what you were doing (working with a scene, compiling your game, etc.) would also be helpful.

Chit-Chat / Re: A small tip for stencyl, rather when to use it
« on: March 20, 2019, 09:07:13 pm »

Ask a Question / Re: Dynamic Color Changes
« on: March 12, 2019, 10:29:09 pm »
Is it possible to animate an image instance? That should be possible if you constantly take the image of an animating actor, right?

It's possible, but you'll need to handle swapping frames yourself. Taking the image of an animating actor should work. You'll also need to keep an eye on performance, since Image API works in software.

Ask a Question / Re: Dynamic Color Changes
« on: March 11, 2019, 11:22:51 pm »
So have the main color be the part of the actual main actor, and then have a second actor that gets revealed as time goes on?

What blocks would that need, just to get me going?

I was imagining using the Image API. The hair would have to be an image instance that is attached to the actor. You can then mask/unmask parts of the hair image as the color changes.

Ask a Question / Re: Dynamic Color Changes
« on: March 11, 2019, 10:39:51 pm »
You could have the hair be a separate image that overlays the character and unmask parts of the image as the new color fills in the old one. I don't see defining the behavior of the mask to be a trivial task, though. If your character art is lined up right, you could maybe have a circle mask that expands in radius.

At some point getting all of that to work will take longer than just drawing all the frames by hand and hoping your players appreciate the effort that went into the effect.

Journals / Re: Merrak's Isometric Adventures -- Alpha Build 2 Released
« on: March 10, 2019, 09:42:27 pm »
Game Over! Marika is no longer immortal  :o

Fun Fact: The abacus counts the number of deaths in binary. I don't know what to do if the death count goes over 1,023.

I agree. Your a proposing the intended version of the game. If players want to edit, let them do it. They should not complain about balancing thought afterwards ;)

A fun thing to do is go into the save file and change Marika's strength to an absurdly high number. The distance that a character is thrown back when it is hit is a function of the attacker's strength. If you set it high enough the enemies will fly backward through multiple rooms, over pits, up stairs. My favorite is stairs, since they will ramp the enemy into the air.

Ask a Question / Re: need some how to make mouse go infinatly
« on: March 10, 2019, 07:04:22 pm »
I don't think you can take complete control over of the mouse from the operating system like that.

You can hide the mouse cursor, though. So one approach you could take would be to hide the real mouse cursor, then set up an actor that follows the mouse x/y. When you want to take over control of the "mouse", change the position of the actor and disable the x/y tracking until you're ready for the player to have control over it again. Just note that the player can get their mouse back by moving it outside of the game's window.

Ask a Question / Re: Need a little help about Importing External Data
« on: March 10, 2019, 06:59:24 pm »
Take a look at this topic:

You may need to make a few updates to the extension. Dincicode's and yoplalala's comments should walk you though fixing what you need.

Ask a Question / Re: Backgrounds taking up massive space?
« on: March 08, 2019, 11:33:52 pm »
You can to go Game Settings -> Atlases -> (select tabs) to see which resources and scenes are using the most memory. RAM usage and file size correlate pretty well, albeit not perfect, but well enough that it could help you pinpoint which images or sounds are most demanding. If you're generating a desktop build then you can look in the generated assets folder and see the individual files.

Journals / Re: Merrak's Isometric Adventures -- Alpha Build 2 Released
« on: March 04, 2019, 11:04:36 pm »
Super cool!

The arrows do a good job taunting the player with hidden exits  :D There's no obvious way up to that ledge.

Saving is mostly working. I can save and load a game without the whole program crashing. The thing that is complicating saving is writing and reading the world state to file. This is the reason I'm not using the default save/load blocks that Stencyl provides. I use hardly any game attributes. One thing you don't have to worry about when using game attributes is making sure to save every one. A lot of my bugs come down to accidentally omitting a variable that needs to be saved. The upside to not using game attributes, though, is that I can easily support multiple files.* Save game files are .xml files. This makes it incredibly easy to cheat. I could find a way to make it harder to do that, but I don't want to tell the player how to enjoy the game.

I've also been adding more things to stick in the maps. Below I've turned one of the halls into a library.

Since bookshelves are objects, I can work up a mechanic where they can be pushed. This will let me hide a secret door, switch, or whatever behind a bookshelf. Of course, I could also put books in them.

* not that this can't be done with game attributes

Journals / Re: A Foresty Game
« on: March 04, 2019, 10:14:35 pm »
It would be nice if I was able to somehow make 3-dimensional Perlin noise, but I'll have to be satisfied with a map full of random Perlin noise.

Can you just generate noise for each level one at a time?

I like the general idea. The risk factor seems harsh, though. For one thing, if I knew there was a risk of the mine collapsing and destroying my stores, I would find a more secure place to keep my loot :o

Ask a Question / Re: Game Full of Glitches
« on: March 04, 2019, 09:07:07 pm »
It's hard to diagnose these kinds of issues without seeing code, actor configurations, and/or a playable demo. A good place to start would be to enable debug draw. That will reveal any mis-set collision boxes.

You could set up a larger collision box for the tree animation assigned to a different group, but a simpler way would be to just compare x and y coordinates in an update event. Update events aren't inherently inefficient; they're just more sensitive to execution timing.

Journals / Re: Merrak's Isometric Adventures -- Alpha Build 2 Released
« on: March 02, 2019, 11:28:11 pm »
Little Improvements. I've been very busy this past month and so I haven't had time to add much. I did get a bit of free time to make a few of the improvements I wanted to make.

Navigation arrows are now working!

I was surprised just how much easier these made travelling the maps, without taking away from exploration. I need to make a few adjustments, but otherwise they work very well. Arrows flash if they point to an unexplored room, and are solid color if they point to a room the player has already been in before. There is also a different blinking pattern if the arrows point to an exit to another map.

I added code to remove arrows from secret rooms, but now I have to go back and flag all of the secret rooms as such. I also need to not show exits that are completely in the dark. The game is a mostly third person limited point-of-view: the player shouldn't see anything that Marika couldn't see. There are some exceptions, of course. Marika must have a really good memory to be able to perfectly recall which rooms she has been in. I didn't want to go so far to integrate the navigation arrows with the intelligence character stat, so we'll just assume she has a photogenic memory.

The bigger thing I've been working on is saving. This has proven to be a significant endeavor. I have writing to file working. I just need to finish loading. Once I get that all working, I can remove Marika's immortality. This will make it a lot easier to gauge how difficult the game is.

I made the save points ankh statues--a little nod to the original "Temple of Idosra" which used ankh statues for healing. The original game used diskette statues for saving, but that's a little too out of character.

The first ankh statue is near the starting point of the game, but is behind a locked door so that it taunts the player :o I wanted to pique their curiosity early--what is that shimmering thing? You need the bronze key to open the door, which is buried deep in the map. I might change it to a new key that is easier to get, though. I don't want the player to have to wait too long to use a save, since otherwise they'll have to start over if they die.

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: March 01, 2019, 10:19:16 pm »
Have a fantastic Friday everyone :)

How many of those diskettes would it take to install the game? :)

UI is looking good, especially the character profile artwork.

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