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Messages - ETHproductions

Pages: 1 2 3 ... 27
1
Paid Work / Re: 2D Indie Game Art & Animation (pixel, vector, painted)
« on: November 09, 2017, 08:26:46 pm »
Your stuff looks absolutely phenomenal. Keep up the good work!

2
Extensions / Re: File Dialogs [in progress]
« on: October 24, 2017, 09:27:17 pm »
This looks like an interesting extension... How long did this take you?

I found the class needed to do this just this morning, and spent maybe 3 or 4 hours throughout the day figuring out how each part works and then implementing it in blocks. It went way more smoothly than I'm accustomed to it being when I try to figure out a random API :P Obviously though with just a couple hours of work it's not very advanced, and may still have a few bugs or kinks, so please use carefully for now...

3
Extensions / File Dialogs [in progress]
« on: October 24, 2017, 06:26:57 pm »
So I made a bit of an extension that allows (non-Flash) projects to open an "open file" or "save file" dialog. It's still a very early version, but you can download it here, or view on GitHub.

Please note that this requires the lime.ui.FileDialog library, which I believe was only added in one of the betas for Stencyl 3.5.

Example usage:



(Note that that is probably not a good title for the dialog...)

I'll add more information as the extension progresses.

4
Extensions / Re: External Data Extension [2.0.0]
« on: October 24, 2017, 08:22:57 am »
The extension has been fully upgraded for Stencyl 3.4 and 3.5. You can download the latest version here. Please let me know if you experience any problems!

So for the next steps:

- Loading and saving files outside of the extras folder
- Loading and saving files outside of the project folder altogether (maybe add blocks to reference various directories)
- Loading and saving various types of data (e.g. lists, maps, maybe even more complicated ones like Actors) in safe formats
- Perhaps a "save as" dialog window? (see lime.ui.FileDialog)
- I'm not sure why I'm using userDirectory instead of applicationStorageDirectory for mobile... double-check to make sure it's working properly

Any other suggestions? (Perhaps I missed a few that have already been posted?)

5
Extensions / Re: External Data Extension [1.6.1]
« on: September 28, 2017, 10:08:16 am »
Hi @wsscinterns17,

I believe the problem is that the .swf file needs to be located in your game's "extras" folder. To do this:

1. With your game open, go to Debug > View > View Folder for this Game.
2. Open the highlighted folder.
3. If there is no "extras" subfolder within this folder, create a new folder named extras.
4. Open the extras folder and place preloader.swf there.

If you've already done this and it's still not working, please let me know and I can take a closer look.

6
Extensions / Re: Drawing Utils Extension [1.3]
« on: September 27, 2017, 05:47:17 pm »
Sweet, thanks :-) The problem seemed to be that the inner edge of the ring was being drawn in the same direction as the outer edge, resulting in the inner circle being filled in twice rather than being left out. I don't understand why the bug didn't show up on Flash though... Perhaps filling in the same area twice in Flash cancels out that area?

7
Extensions / Re: External Data Extension [1.6.1]
« on: September 27, 2017, 03:10:11 pm »
Hi @giordano,

I think this might be possible, but it'd be very tricky to get this to work cross-platform, and there might be permission issues involved. On Android, it'd probably be possible to save to the user's Images folder, and on Windows it should be possible to save to the user's AppData folder. No clue about other platforms though.

8
Extensions / Re: Extra Utils Extension [1.3.1]
« on: September 27, 2017, 03:00:35 pm »
Hey BMJ,

You'd have to create a custom behavior to do that. I don't have time right now to make a working example, but this gist of it is this:

1. Create a Game Attribute array to store the list of save file names.
2. Create an actor that displays this list of save file names. (You could also do it directly in a scene's Events or Behaviors)
3. Add code to the actor/scene that highlights one of the names, and allows the user to highlight different names with the up/down arrow keys. (You could also use the mouse to select an option, but that might be tougher)

Hope this helps! If you'd like I'll try to come up with a working example in the next few days.

9
Extensions / Re: Drawing Utils Extension [1.3]
« on: September 27, 2017, 02:51:49 pm »
Hey @LIBERADO, sorry for the late reply--I've been extremely busy and haven't had time for Stencyl. I believe the ring bug is fixed now; could you please test for me? (I've only managed to get Flash and HTML5 to compile on my computer)

You can download the Stencyl 3.2+ version here.

10
Extensions / Re: Extra Utils Extension [1.3.1]
« on: August 04, 2016, 03:33:13 pm »
I don't think that's possible on desktop or mobile targets, at least not without a native extension. It may be possible with HTML5, using the clipboard.js library. I'll look into adding that to the extension when I get a chance.

11
Extensions / Re: [NATIVE] Guide/Reference for info.txt
« on: August 04, 2016, 01:35:00 pm »
If you look at the test example  .. you have exactly the same info.

Yes, that's intentional. I figured that the test extension would work as an example, just to show how info.txt works.

you might add that you should be rather conservative and not put fancy things like two signs = on the same line

may be  add the complete syntax  for "compatibility" or at least an example different from the useless case : compatibility = all

I've clarified these things in the post now.

add a tip to how  to be sure that a game to be played has an extension with a compatible version

I'm sorry, I don't quite understand. Do you mean that I should add a tip about making sure that the extension is compatible with the platform to which one wants to publish? Usually if an extension is not compatible with all platforms, the creator makes that clear in the post.

It would have been nice too to show how to provide a off-line help

I don't think providing offline help is possible, at least not with the website field in info.txt. You could add a help file to the extension and mention that file in the topic for the extension.

12
Extensions / Re: Extra Utils Extension [1.3.1]
« on: August 04, 2016, 01:30:27 pm »
@Donni11: I'm sorry, which block do you mean?

13
Extensions / Re: Drawing Utils Extension [1.3]
« on: August 04, 2016, 01:29:10 pm »
@colburt187, LIBERADO: I never knew about that file. I'll see if I can manually delete it from the archive later today.

14
Ask a Question / Re: Text being displayed half the time.
« on: May 06, 2016, 07:59:42 am »
My guess is that the last "always" event is setting FadeOutObjective to true before you want it to. Have you tried disabling it to see what happens? If that doesn't help, try setting the opacity (the drawing block, not the attribute) to 100, then drawing the value of Opacity on the screen.

15
Extensions / Re: External Data Extension [1.6.1]
« on: May 02, 2016, 05:37:57 pm »
I honestly don't know what will happen if you save a non-string attribute with the "save text" block. I think it'd need to be converted to a string first, and of course, the loaded result will also be a string. If you're using a Map attribute, you could try saving it in this format:
Code: [Select]
key1:value1
key2:value2
key3:value3

You could then reconstruct the map by splitting each line at ":", and setting the corresponding key to the corresponding value.

I could make a couple of blocks to make it easier to save and load data types other than text. Would that be useful to you?

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