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Messages - ETHproductions

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1
One way to do it would be to, after the initial launch off the ground, apply a small force to the actor as long as the jump key is held. You can use "push Actor gently towards 270 degrees at 30 force", adjusting the 30 to get the effect you want.

2
Ask a Question / Re: error when opening the game
« on: March 06, 2018, 07:54:11 pm »
Stencyl seems to be having an issue with loading one of your tilesets. Would you mind uploading the offending image? You can find it by going to Debug > View > View Folder for This Game, then opening the game's folder, opening the "resources" folder, and finding 32.png.

3
Ask a Question / Re: Make something go through one side
« on: March 06, 2018, 07:48:36 pm »
If 11 represents half the width of your actor, Jeffrey, I think you could replace <x-center of actor - 11> with <x of actor>. Or is it just a value you had to mess around with to get the right feel?

4
In the click event, you can check the opacity of the layer (and of the actor, if you wish). I've tested this code successfully:

5
Chit-Chat / Re: Is Flash's popularity decreasing?
« on: March 05, 2018, 08:02:03 am »
I can't speak for the industry (and I don't make Flash games for profit), but I'm almost certain it is indeed becoming less popular. 10-15 years ago it was basically the only mature web-supported system for creating video games and other interactive content, but now several other technologies, starting with HTML5, have reached the same level and even surpassed Flash. Given that Adobe themselves have announced that they're dropping Flash support by the end of 2020, listing the growth of HTML5 as one of the main reasons, I think it's pretty clear that the days of Flash are coming to a close, and much of the industry is reacting to that.

6
Extensions / Re: Drawing Utils Extension [2.0]
« on: March 04, 2018, 03:13:15 pm »
Sorry for taking so long to get back to this—I've finally been blessed with a completely open weekend to fix up my extensions. I've made a ton of changes to this latest version of the extension:

- Added a block to draw bezier curves, either with a control point or through a midpoint (using LIBERADO's formula)
- Solved the text alignment bug (it wasn't taking into account letter spacing)
- Fixed a few other bugs with the draw arc/wedge blocks
- Fixed yet another bug that was causing rotated ellipses to be drawn at twice the requested size
- Cleaned up all of the code and moved it into a single file

7
Ask a Question / Re: Not Opening Game - I submitted a log
« on: March 03, 2018, 09:55:45 pm »
One line in particular stands out in your log:
Code: [Select]
2018-02-28 09:57:48,338 INFO  [Thread-32] stencyl.sw.util.StreamGobbler: [haxelib] Error: The input swf newgrounds.swf is corrupted
According to Justin on the Stencyl team, this is a bug in Stencyl 3.4 that makes exporting to Flash impossible on High Sierra. If you need to export to Flash, you'll have to use a different operating system, or wait until Stencyl 3.5 is released (I expect it will be fairly soon, in one form or another).

8
Ask a Question / Re: Actor Won't Stop Moving
« on: March 03, 2018, 09:39:17 pm »
I must say, that's a pretty clever animation/control system. The one thing it's missing, however, is the logic for when no controls are being pressed. You should be able to add an "otherwise" block after the "if not <AnimList contains no items>" (at the very bottom of the event), in which you can set the x-speed and y-speed of your actor to 0.

9
Extensions / Re: Extra Utils Extension [2.0]
« on: March 03, 2018, 10:54:29 am »
OK, I've written a little helper function to escape all of the breaking characters, so the bug should be fixed now. Please let me know if you find any more breaking save names on various targets.

10
Extensions / Re: Extra Utils Extension [2.0]
« on: March 03, 2018, 07:31:20 am »
No problem, LIBERADO :) I've also figured out the issue with the "save game with name" block, with some help from @BMJ: spaces are not allowed in the save name, along with several other chars such as %, &, #, and ~. Working on a fix now...

11
Extensions / Re: Extra Utils Extension [2.0]
« on: March 03, 2018, 06:37:02 am »
Hey BMJ, sorry for not getting back to you sooner. I can't reproduce the issue with the "save game" block in build 9785 on Windows 7; my best guess would be that it does have something to do with Windows 10. It's extremely weird that this block wouldn't work, as it translates to the same code as the built-in block. Does the same issue occur with the built-in "save game" block?

To both of you, I've created a new and improved version of the extension for Stencyl 3.4+. Stencyl considers it a separate extension, so you'll need to manually upgrade the extension on each project (open project, go to Settings > Extensions, enable "Extra Utilities" and disable "Extra Utilities 3.2", save and close project), but it should permanently fix your problems with not being able to see the latest version.

12
Extensions / Re: Drawing Utils Extension [1.3.2]
« on: December 11, 2017, 12:09:10 pm »
Heh, I was just looking at that topic ;-) Your function will allow the block to make more sense to the average user ("draw curve from A to B through C" as opposed to "draw curve from A to B with control C"). Maybe I'll include the "with control" as an option for those already experienced with Bezier curves. Thanks!

13
Extensions / Re: Drawing Utils Extension [1.3.2]
« on: December 11, 2017, 11:58:46 am »
@decafpanda, @LIBERADO, @ceosol: Thanks for the bug report; I'll try to get that fixed ASAP. I'll also look into making the bezier curve function into a block.

@designpeg: It seems from the above conversation that the "draw text centered" block has stopped working in the latest versions of Stencyl. I'll try to find the problem...

14
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!

15
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...

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