Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JeffreyDriver

Pages: 1 2 3 ... 99
1
Liberado, please see attached image. Thanks.

Vaibhav, how would that looks with the blocks?

2
Ask a Question / Re: Calculating a value based upon a percentage
« on: Yesterday at 02:41:33 pm »
Yes the values do change.

The defaults starts at 50.
The first time I go to that page the values read 43.37 (-6.53)
The second time 35.83  (-14.17)
The third time 27.44 (-22.56)

If the values start at 100 (the maximum) there's no change.

3
Ask a Question / Re: Calculating a value based upon a percentage
« on: Yesterday at 01:29:42 pm »
Essentially it's if the scene reloads.

You can see the effect here http://www.stencyl.com/game/play/38286 in the page 2 of the options screen. If you switch between option page 1 and page 2 you'll see the sliders creep to the left each time the page reloads.

4
Ask a Question / Re: Calculating a value based upon a percentage
« on: Yesterday at 12:57:44 pm »
I've still got an issue I haven't managed to solve. I guess there's something wrong with my calculation.

Using the sliders to set the values works fine, the problem occurs when I navigate to the page with the sliders on.

The sliders aren't spawned in the correct location. They always spawn slightly to the left. If I navigate to and from the page, the sliders eventually end up on the farthest left point.

The difference in distance from where they should appear compared to where they do appear increases as the value gets lower.

I've attached the code which spawns the sliders. Can anyone see where the error is?

48 is the minimum X position, and 416 is the maximum. The values taken from the 'Options' map are numbers that can be anywhere between 0 and 100.

5
Ask a Question / Re: Calculating a value based upon a percentage
« on: Yesterday at 06:27:12 am »
Thanks Liberado and merrak

6
Ask a Question / Calculating a value based upon a percentage
« on: February 23, 2018, 02:26:36 pm »
Another maths question from me. I'm trying to calculate the correct position for a switch on a slider bar.

The minimum value is 48, the max is 416. What are the calculations to put the switch on the bar in the right place.

Let's say the percentage is 25%, how do I convert that into a number between the numbers above? Thanks.

7
Ask a Question / Re: topdown game. help.
« on: February 23, 2018, 02:05:36 pm »
You need a method of pathfinding. There's an extension - http://community.stencyl.com/index.php/topic,45313.0.html so you don't have to create your own. The pathfinding will be the hard part of what your trying to do.

As for cutscenes are pretty easy to do. You could have a seperate scene, or you may want to use an actor which appears over the current scene.

The title screen would also be a seperate scene.

The timer would be a number attribute, that you decrement every second.

For your first game, start simple. Create simple projects that use some of the mechanics you want, then build up to your final project. To begin with, getting enemies to move randomly would be much easier to accomplish, and you'd learn a lot.

Anyway, welcome to Stencyl, and keep posting in the forums if you need help.

8
Ask a Question / Re: A purchase succeeds multiple times
« on: February 23, 2018, 09:37:14 am »
Use a boolean to prevent it from being run multiple times.

9
I don't know what the plans for the forge are. I've just checked the word search demo; it was made in 2013, there's a good chance it just simply won't work with the current version of Stencyl.

10
A 1009 error means that the code is trying to refer to something that no longer exists. Usually an actor.

Note that Stencylforge has been discontinued so anything on there won't have been kept up to date, and may be broken.

11
Allthough I find the clouds a bit too much everything else is nicely done!

Maybe layer them so they get darker and move more slowly the further away they are. Would give a nice feeling of depth.

12
The graphics are superb, I really like the look of it. The music is good, and the majority of the sounds effects are ok. For instance, the sound for jumping seemed a little strange, and the bounce effect seemed out of place, maybe a bit too loud. The gulping effect sounded very masculine.

The controls also need some work, and trying to get the oars was more of a case of luck than puzzle solving. I also expecting to be able to walk up or jump through the platforms.

I was immediately intrigued by the game though, and really wanted to explore and know what was going on.

This is an excellent start. What are your planes for this? Are you thinking of releasing it for mobile? The three touch control would work well.

13
Ask a Question / Re: Converting .wav to .mp3 without a delay
« on: February 22, 2018, 02:39:35 am »
Yes you can crop it out in Audacity, but when exporting to mp3 it still adds about a quarter second delay.

Anybody knows how to solve this problem? Or is there a way to use .wav sounds for flash games?

I use this https://online-audio-converter.com/ to convert my files.

14
iPhone / iPad / Android / Re: RETRO REDUX (Untitled)
« on: February 22, 2018, 02:37:37 am »
Thanks, I'm glad that you liked it.

I'm still working on it. I still need to finish endless mode, implement mobile controls and replace placeholder graphics. I'm also considering including more enemy types.

Then there's bugs and other improvements.

15
iPhone / iPad / Android / Re: RETRO REDUX (Untitled)
« on: February 21, 2018, 12:48:41 pm »
Yeah, I'm pleased with the music. It works well. It's not authentic to the ZX sound, but music on the ZX could be rather grating https://www.youtube.com/watch?v=BgUzteADsRI

UPDATES
  • Map improvements: disabled the CRT effect when viewing the map for added clarity, added a marker for the exit (airlock) and made the player's marker more noticable.
  • Increased the number of teleporters. There's now 20 to reduce backtracking even further.
  • Enabled endless mode. The goal is to clear each room. It works by loading rooms in a random order.  There's currently 35 different rooms, but I'm aiming for at least 100 to cut down on repetition.

Pages: 1 2 3 ... 99