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Messages - YellowAfterlife

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Ask a Question / Re: Jump code
« on: August 20, 2011, 11:50:53 am »
In short...

Welcome to world of Box2D collision detection!

You see, things here are not like anywhere else here.
There are always many ways of creating something, but only few of them work. Very few.
I prototyped 'bounding box' collision detection method this morning, and guess what - a shape that stays entirely inside the main object reports collision when object hits walls at high speed. That means that event order messes up entirely sometimes.

So, until you shall know everything about b2d, you better stick to standard behaviours.

Ask a Question / Re: How do I cancel future timed events?
« on: August 20, 2011, 09:24:22 am »
As far as I know, the best thing you can do is to add a IF block that will check if actor [Self] still exists, and stop execution (cancel\exit\return) if it does not.

Chit-Chat / Re: Friendship Is Magic
« on: August 20, 2011, 09:10:01 am »
3 words, Winter Wrap Up.
Personally, those 3 words are only associated with this soundtrack (and only the soundtrack) for me.

I shall not discuss anyone's interests here, but (mainly male) users with cartoony pony avatars look quite strange (not going to mention which way strange) to a neutral observer.

Resolved Questions / Re: Face Mouse behavior problem
« on: August 20, 2011, 08:53:58 am »
As seen and said on irc.
Standard behaviour should work correctly if you did set up your actor animation properties right.
Do few comparisons with attached example to know for sure:

Archives / Re: raycasting codeblock
« on: August 19, 2011, 08:13:20 am »
I wouldn't say it's a quirk so much as it's by design.

Greg, Alexin, or Jon could provide a better answer than me, though.
Box2D supports raycasting, it's in World class definition, and in each of collision shapes definition. You can even see it in Stencyl API docs (why aren't there ANY comments there by the way? In good old times it was said to be good to add a /* desc */ before your brand new function, and was used by generator).

Overall, it's pretty easy to access, and I dont see specific reason to fatten StencylWorks a bit more for that only.

Chit-Chat / Re: My games have been Stolen!
« on: August 18, 2011, 11:18:35 pm »
Well I don't even know what you mean by he is safe. Anyway, that second option was pretty funny. I would have thought that it would be "they" instead of "he", since such a big site seems like a lot to manage for one person.
Website is not large. There isn't a lot of human traffic to it. There is no moderation to it. One thing to see is game page view count being faked (added and multiplied).

About safety...
You can find some 'heart-touching stories' of this kind around - good example. Single person was getting away with decompiling, reclaiming, and reselling other's work for over 5 years. Often making nice money from that. And one probably still does, just by changing nickname or website name.

World of full of examples of developers being powerless. Content is always being ripped off, stolen, or reclaimed. It's a thing of morale principles. For one without these, internet is full of such "treasures".

You can even see that happening right under your nose (left: freeware pc game, right: already well-selling iOS rip-off).

Old Bugs (1.x/2.x) / Re: Cannot start multiple instances of StencylWorks
« on: August 18, 2011, 10:58:13 pm »
Not even sure what feature you're talking about right now or why would you need to have multiple instances of stencylworks when you can
A)Take a screen shot and just compare it with that or
B)use Jon's solution and split the view to see both

Theres no way you have enough things to lag it that much with adding a single actor. And as for importing resources simply delete them after checking them. What suggestions have you made?
As I have said, I do not need this anymore.
At time of need, I had to resolve this by installing VirtualBox, installing another OS in it, and running a second instance of StencylWorks there. To say, there was only a single other piece of software in the world that needed such kind of work-around.

For suggestions, I have made 10 of these. 9 were not implemented, one turned out to be a existing undocumented feature. I planned making few suggestions about 'efficient' (effort-wise) additions to collision checking, but never did that after seeing (no) reactions to my topics.
Here's that lonely topic, if you need that:,1089

Chit-Chat / Re: My games have been Stolen!
« on: August 18, 2011, 10:46:15 pm »
Thanks Cole.
Trying is better than not trying, though you're probably right. Though it's not fair if they get all the ad revenue from the game that I made D:
The same author made 5 domains for the same physical diskspace.
It does not even check if game is playable - it simply constantly downloads matched games and uploads them to website.
I have 'talked' to the author on twitter -
(last tweet was in answer to mine saying that many games, including mine, were copied).
However author is pretty safe - he can easily to tell you to go have sexual contact with yourself, because you indeed didn't copyright your game.

To mention, after those events, me and several other people have reported the website on Google AdWords, but no sh' was given to reports. Not even a tiny one.

Your current options include:
* Spending time and money to copyright your game, sign DCMA, and just have it removed from his website (likely without any refund).
* Physical violence. Up to assasinating site owner with a weapon of choice to save thousands of other developers from your fate and emotions. *

* Of course I'm not serious... we do not live in a radical world, and people dont shoot each other for stealing content online. Majority of internet thieves are getting away with their actions for ages, until accidentally stepping on landmine of stealing from a large corporation.

Old Bugs (1.x/2.x) / Re: Cannot start multiple instances of StencylWorks
« on: August 18, 2011, 10:30:28 pm »
Just walking by...

This feature was not hard to add. As fact, everything that had to be done was a single messagebox (displaying a warning\question, to note user that they may mess up their configurations, or stencyl instance's may "desync"), and cancel shutdown if agreed.

It was said that 'easy solution' is to import resources into project, but it is not.
As more object are added into the project, it gets worse. Stencyl 'hangs up' just to add a actor and sync it in all open tabs, and each actor brings more and more behaviours with it. How good it is to go through a good of 20 behaviours to find 'side-effect' ones that were dragged after the new actor? Not very good. Not even fun, with messagebox appearance and clean-up action delay being measured in seconds.

I'm not angry, and I'm not expecting any of my suggestions to be ever implemented. I understand how busy things are, and what my voice is worth of here.
Days at which I thought that I'll learn from standard examples are long while gone already.

Archives / Suggestions of mine [StencylWorks-related]
« on: June 05, 2011, 10:42:50 pm »
Suggestions are (poorly) sorted in order of amount of (potential) effort required to add them.

1 Design mode - Make it possible to remove code blocks by dragging them into the palette
As I have mentioned on IRC, it would be rather nice if blocks could be deleted in a other way than right-click or Ctrl+K. Importantly, it should be possible to 'cancel' placing a block by dropping one back on palette. As of now, trying to drop block into the palette (after dragging it above the stage) only grants a free scrollbar.

2 Font Editor - Allow negative values for some parameters.
Specifically, Gradient offset, X offset and Y offset. Sometimes there is a need to create a gradient that starts on different height of font, or make the font cast shadow upwards.

3 "I know what I'm doing" mode.
Not very serious-sounding, but useful.
A setting (probably toggle-able in File or View menus), that suspends all 'Are you sure that you want ...' dialogues. If user decides to delete something with this mode on, it goes away without a prompt.
This would be very useful for cases when major project clean-up is needed.

4 Design mode - Add code duplication shortcuts
I suggest to make Ctrl+Drag copy the block being dragged. This is a common editor shortcut and it will come handy.

5 Design mode - Allow editing custom block details by right-clicking them
As of now, to edit custom block (global or not) details, it is required to either place it in the same behaviour or locate it in palette and use the option from there. However, this causes a 'de-sync' - block details do not update in the layout, even if you have edited it from the same layout. So you need to re-open behaviour each time you do a change to custom block in it.

6 Design mode - Add 'code' value and condition blocks
Sometimes there is a need to just use a bit of code as expression, for example when only one of block parameters needs to be code, and translating entire block into code just to get that would not be a good thing to do.

7 Design mode - Make multi-line code block resizeable
People do not always necessarily add 9.5 lines of code into it. It would be quite helpful if it could be resized both vertically and horizontally.

8 Design mode - Make all in-block textboxes larger
As mentioned not once already, you can not see underline symbols (_) in textboxes. This applies to both setting Text's and executing single pieces of code.

9 Design mode & Code mode - Allow customizing font settings for code boxes.
While allowing user to change syntax highlighting colours might be harder to do, letting one to change font face and size would be rather nice. Personally, I prefer a smooth font (like Consolas) with smaller font size over sharp, larger font that is used in StencylWorks by default.

10 Design mode - Allow customizing block colours
That might be hard to do (or maybe not very hard, if you are storing box colours in static variables), but would be worth of it - each user would be able to 'personalize' SW, making it more pleasing to work with for one.

That's all for now. If possible, I ask Community Team to respond on what items I can expect to be added in next revisions of Stencyl.

Running multiple instances is highly discouraged, in fact when attempting to do so, you should see an error message saying that. I occasionally run multiple instances if I absolutely need to, but again it is highly discouraged.
It does not show any message - 2nd and above instances just dont start.
I understand that running multiple instances may cause settings de-sync, but I really just need to compare my code 'blocks' to ones in examples, without copying them into the project.
StencylWorks 'MDI' is not very suitable for it, and I don't think that it's possible to make it better without a lot of effort.

Old Bugs (1.x/2.x) / Cannot start multiple instances of StencylWorks
« on: June 03, 2011, 10:01:43 am »
That's pretty much about it.
Attempting to launch a second instance by either running the executable or a shortcut in start menu does nothing (or activates first instance of StencylWorks).
Launching SW jar works, but has some nice side effects:

I am running a 32-bit version of Windows 7, if that helps.

Problem: it is not possible to have a rectangle 'touching' right edge of tile when creating one through 'Create a Box...' dialog in 'Collision Bounds' panel of 'Tileset' editor.
X Position: 50%
Y Position: 0%
Width: 50%
Height: 100%
Is not possible to create - X Position will be set to 49%, producing a small seam.
Bottom edge 'behaves' fine.

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