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Messages - mdotedot

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1
Journals / Re: 3D Library Adventure
« on: February 12, 2018, 01:33:51 am »

Treadmill gave better results!!!


Past weeks I've been working on:
* 3D Lines
* Combined Meshes
* Kinect Skeleton

Current state of the skeleton is:



I need an editor to adjust some bone-animations that weren't captured correctly,
but for now I'm concentrating on the integration into Stencyl.


Next on the To Do list is:
* Bind the kinect data to an actor
* Animation Switching



2
Shared Resources / Re: Multiplayer Extensions Resource List
« on: February 11, 2018, 07:54:17 am »
Hi Rulez,

On the repository I added a few links to the special scoreboard extension I made for you.

http://photoquesting.com/repo/html/scoreboard.php

Included is also a .stencyl file for 3.5 which demonstrates the use of the ' base ' block.

The rulez.zip download is for 3.4 which should still work on < 3.5 versions.

3
Shared Resources / Re: Multiplayer Extensions Resource List
« on: February 09, 2018, 03:01:53 am »
Hmm.. Hopefully I have that modified version somewhere .. Not sure. Don´t you have a back-up of your own? I could modify it for Stencyl 3.5.

4
Shared Resources / Running to iOS without licenses
« on: February 09, 2018, 02:45:39 am »
Propably these steps will also work for 3.4 on older Mac OSX version, but these steps are made using the Beta 3.5.

You need an Apple OSX Computer or you can use https://www.macincloud.com/ (I've never used it myself)

I am using a Mac Mini Late 2009 Edition. Since the Mac is old I needed to use a patch install to get High Sierra on it. (http://dosdude1.com/highsierra/)


Running to iOS Simulator without an Apple Developer Account and without a Stencyl publication account

* From the App Store download XCode (you need an Store Apple ID but that is not necessarily an Developer ID)
* Start XCode (9.2)  and tell it not to produce the default startup window (I'm not sure but in the past this needed to be done because otherwise the commandline tools wouldn't work)
* Stencyl on High Sierra don't create a launch icon. You need to start it yourself:
* cd Downloads/Stencyl-full-b9707/Stencyl.app/Contents/MacOS
* ./Stencyl
* Download from the internet: Open
* Asked to download java : JRE  8 update 161 : installed through Oracle website
* No Sign In to Stencyl [ Remind Me Later ] : no stencyl account needed !
* Ignore the warning on the workspace
* New Game : Default dimensions : New Scene : New Actor : Give it an image: Add Behavior Follow Mouse + Behavior No Exit Scene : Add To Scene
* Settings : Mobile : Set orientation to Landscape
* Versions : iOS minimum 9.3 : Target is 11.2
* Run -> iOS Simulator -? iPhone 5s -> (11.2) iPhone 5.s) 4.0"
* Stencyl asks to install Neko : do it

Running to the simulator takes a build time of over an hour on the Mac Mini

                                                                                                                                         
   
Running to iOS device attached to the Mac.

Requirement: an Apple ID signed into developer.apple.com

* http://developer.apple.com
* Account menu
* Create Apple ID
* Login with developer.apple.com with this new Apple ID
* Agree to the agreement
* When you see the Welcome Page you are done


* XCode Menu
* Preferences
* Accounts
* [ + ] icon
* Apple ID [Continue]
* Sign In

* Create a sample game like the steps for Simulator
* Go to settings to set the ios version & display
* Also add an unique name to the game
* Mobile: App Name : Game
* App ID : com.abc12341234.game (unique name!)
* Run -> iOS
This will fail.
* Quit stencyl
* Open XCode
* Open Project and navigate to folder : $HOME/stencylwokrs/games-generated/YOUR_GAME_NAME/Export/ios
* There should be a file with xcodeprof that is the project file



Double click on the blue Folder icon



Control Click on the Build Haxe Target and select Delete

Then Click on the 'TheGame' (your game) target




Goto the TEAM signing setting. If you have set the account in the Preferences of XCode you should see the Personal Team

Next set the target to your device rather than the simulator



The signing setting should now be completed for your device


Product Menu -> Run




The build to device should now start


Choose always allow after entering password for your Mac system




You need to unlock your device to get the app to run.



DONE



5
Shared Resources / Re: Multiplayer Extensions Resource List
« on: February 05, 2018, 06:49:57 am »
Good Catch!
Thank you RulezTeam!

I've changed it in the _35.zip version.

6
Ask a Question / Re: Can you get your game published by someone else?
« on: February 05, 2018, 05:43:17 am »
From http://www.stencyl.com/pricing/
"
May I use Stencyl on multiple computers? Can multiple individuals share a license?
You may install and use Stencyl on any computers you own. You may share a license with one other person, as long as you *both* publish from the same Apple Store/Google Play account. If you use separate accounts, you must buy licenses for each developer.
"

7
Shared Resources / Re: Multiplayer Extensions Resource List
« on: February 05, 2018, 03:12:57 am »
Actually that Script thing was already needed for 3.4. I believe the engine changed from 3.2, but I'm not sure.


8
Shared Resources / Re: Multiplayer Extensions Resource List
« on: February 01, 2018, 10:28:20 pm »
As long as you don't upgrade PHP you should still be able to use the multiplayer extensions.
Last  week I've been working on the extensions to make them 3.5 ready. You can find the 3.5 versions in the repository: M.E. Extension Repository

Currently the 3.5 Beta version doesn't let you build for larger than Android version 25.
I've build the 3.5 version of the TicTacToe game for android Nougat : TicTacToe
But I haven't got a 7.1 device to test it  :D



9
Journals / Re: 3D Library Adventure
« on: January 22, 2018, 09:36:56 pm »
I am moving forward in the motion caption hence the skeleton moves towards the viewer. And yes, when the animation cycles it moves back again very quickly.
That is why for the front-view I want to use my treadmill to see if that makes a difference.
But this will not solve the rotation view. I have to do more experiments in using for instance  a combined mesh for all the joints in one frame.

10
Journals / Re: 3D Library Adventure
« on: January 22, 2018, 08:22:40 pm »
Since I wanted the camera to rotate rather than the 3D objects themselves I spend way too many time to get it to work with math. Only to find out that there was a built-in library method to do this.  :o

But the results aren't what I was expecting. This is the recorded skeleton data:
They are the joints for the bones to be attached to.
The head needs to be attached to the upper-block. It appears to have a small head now :D


When rotating:

I still can't figure out why the skeleton data seems to be working from the original recording position.
When rotating the camera the skeleton doesn't look natural to me.

I have to experiment with this further and maybe even get on a treadmill to stay stationary. But I'm not sure if the motion captured data is usuable or not.


11
iPhone / iPad / Android / Re: RETRO REDUX (Untitled)
« on: January 19, 2018, 05:54:44 am »
I don't suppose you can remember in which room you 'skipped'?

Sorry I couldn't reproduce it after playing for two hours :D .. it respawns at the spot where the room was entered as far as I can see.


12
iPhone / iPad / Android / Re: RETRO REDUX (Untitled)
« on: January 18, 2018, 07:17:43 pm »
Awesome!

I've not played all of them but most rooms feel fluent on the controllers. Great work.

Sometimes I respawn 'at the beginning' of a room sometimes on other positions which is fine, but a little weird since one time it skipped over a challenge.

' work in progress ' and you already seem to have 100 rooms working. Isn't that enough?!
Are you planning on mobile release?


13
Journals / Re: Merrak's Isometric Adventures -- UI Toolset
« on: January 08, 2018, 09:59:13 pm »
Great read as always.

Nice progress on the menu system.
In the past I've made some attempts to do GUI stuff but it never actually works 'native-intuitive' across the different platforms.
Technically it works, but the GUI implementation does not behave like the user of the platform is used to. Navigating both with keyboard + mouse for instance.  I kind of am waiting for some poor fool to do a platform wide GUI system implementation :D

Playtesting (with kids and elders) is really nerve wrecking. Especially when you are in the view of the user who will look at you for help/hints.
In general we tend to know the game so well that we forget that children and elderly people (yours truly included) have a problem dealing with the controls.



14
Journals / Re: 3D Library Adventure
« on: January 08, 2018, 07:54:21 pm »
It is time for an update.
I’ve been taking a break from development and started last week playing with a 2nd hand Xbox 360 with its controllers and Kinect.
The Xbox itself has problems I’m still not able to fix: E66 error & firmware incompatibility

I had to buy a PC Wireless Gaming Receiver to get the xbox 360 controllers working on the computer.

The Kinect is really what I’m going to talk about in this journal.

I’m still not satisfied with the pipeline to do animations. There is the MD5 route, but I struggle immense with Blender.
So I’m trying to get some motion capture going on. It appears to be working in 2D and I’m not sure how it will come out once
I use the data to make a 3D animation with it; and how I can optimise things.

There is an awesome openfl resource that Chris Porter wrote which I am porting to a Stencyl Extension.(Ref: https://github.com/chrisporter/OpenFlKinect)

This is some current 2D output that I made with Stencyl:





15

The last few lines of the log are the interesting ones. Check this :
http://community.stencyl.com/index.php?topic=47347.0

You should really test your development environment with a really small game. So you don't have to wait so long after each change in the configuration/settings for it to build.

The goal is to create an APK first and then compare later the sizes. You can do that with a small example and you don't need that BIG thing.


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