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Messages - mdotedot

Pages: 1 2 3 ... 88
1
iPhone / iPad / Android / Re: Line Up: Dots! Coming March 27 on iOS!
« on: March 14, 2019, 06:51:27 am »
Nice. This looks like something that I would want to play on my android. Any plans for android version?

2
Windows / Mac / Flash / HTML5 / Re: A gift to friends
« on: February 21, 2019, 07:46:56 pm »
Nice little game.
* Mouse is spelled without a
* Ramp up the difficulty: start with one enemie that can be killed with just one shot, then two enemies with one shot etc..

You are early with your gifts :D


3
Journals / Re: Merrak's Isometric Adventures -- Alpha Build 2 Released
« on: February 07, 2019, 12:15:56 am »
Yes that was the blinking actor. It was introduced after opening a chest. In my case it was for the boots. Not sure if that is the only place it would/could happen.

Map : COOL ! But to be honest I kind of would have an option to see only the parts that I have visited and my current position. It will be a spoiler when for instance there are 'hidden/dark' areas visible. I like the adventure type of thing : looking for clues/keys and knowing that there is a hidden treasure or path is especially cool.
Maybe have a switch on the map for the lazy ones, and default it only tells you wich paths you have taken?!  I don't know: just throwing ideas

Probably I haven't found the more difficult enemies because I am terrible at hack&slash. The ones that I did encounter where either nicely fooled (Keep that ! I like the fact that one of the enemies was looking at a different spot and didn't follow m.e. !)
or they did have a low health in regards of my own.




4
Journals / Re: Merrak's Isometric Adventures -- Alpha Build 2 Released
« on: February 06, 2019, 09:56:56 pm »
Very nice!

This is coming along great. I played for some time and I especially like that the enemies are not too bad. A lot of games it takes way too long to get past them. Ideally I would like a game without hack&slash and do only a quest.

I laughed when a known writer makes a game involving a book and reading it awards you experience points without actually reading anything :D :D

I stumbled upon a bug once I got the leather boots. There was a flashing rectangle (kind of like indicator that you are on a chest)
That rectangle appeared and disappeared when entering/leaving other rooms.

Personally I would like a map, maybe we get one later in the game? I easily get lost and I would like to know which parts I did visit or not.

Edit: And yeah running on Windows : the desktop build is a faster experience than anything that I played from you before. Loading is much faster and controls are smooth and fast.

5
Ask a Question / Re: Fullscreen on HTML5
« on: January 02, 2019, 08:34:41 am »
For full screen to work you need player interaction. I've changed the generated index.html to accomodate:

Replace the body script with something like this:
Code: [Select]


<body style='cursor: pointer'  onclick="document.body.removeChild(document.getElementById('click'));
if(document.getElementById('openfl-content').name===undefined){ document.getElementById('openfl-content').name='openfl-content';if (
    document.fullscreenElement ||
    document.webkitFullscreenElement ||
    document.mozFullScreenElement ||
    document.msFullscreenElement || document.webkitEnterFullscreen
  ) {
    if (document.exitFullscreen) {
      document.exitFullscreen();
    } else if (document.mozCancelFullScreen) {
      document.mozCancelFullScreen();
    } else if (document.webkitExitFullscreen) {
      document.webkitExitFullscreen();
    } else if (document.msExitFullscreen) {
      document.msExitFullscreen();
    }
  } else {
    element = document.documentElement;
if (element.webkitEnterFullScreen){
element.webkitEnterFullScreen();
} else if (element.requestFullscreen) {
      element.requestFullscreen();
    } else if (element.mozRequestFullScreen) {
      element.mozRequestFullScreen();
} else if (element.webkitRequestFullScreen) {
      element.webkitRequestFullScreen();
   
    } else if (element.webkitRequestFullscreen) {
      element.webkitRequestFullscreen();
    } else if (element.msRequestFullscreen) {
      element.msRequestFullscreen();
    }

  }    lime.embed ('YourGameName', 'openfl-content', 1280, 640, { parameters: {} });  }"  >


<div id="openfl-content" ></div>

<div id='click' style='position:absolute; top:256px; left:256px; color:blue;'> <H1 > CLICK TO START </H1> </div>

</body>
</html>


6
Ask a Question / Re: Shader Alternatives
« on: January 01, 2019, 11:28:29 pm »
Image and Actor Shaders:     http://community.stencyl.com/index.php?topic=57431.0

These can be applied to ImageAPI and Actors.

If you want to have particle effects you can check out the Zame Particle System, but these work on images and not on Actors or ImageAPI instances.



7
Journals / Re: 3D Library Adventure
« on: January 01, 2019, 11:03:51 pm »

Today, I published my Away3D Extension: Stencyl 3.5 Away3D Extension

Some early demonstration games and tools (obj/md5 viewer) were made with an early version of the extension and I didn't port them.
VideoTexture works only on HTML5/Flash so I have decided not to include references to them.

Propably there will be bugs to iron out.

These are the things that I have on my ToDo list (not coming anytime soon!):
  • Kinect Data to Animation Data
  • Adjustment of SadiQ Drawing Tool for 3D
  • Heightmaps / Elevation
  • Further Shader investigations



 

8
Extensions / [Stencyl 3.5] Away3D Extension
« on: January 01, 2019, 11:02:22 pm »

Away3D Stencyl 3.5 Extension

For publication to:
  • Flash
  • HTML5
  • Android
  • iOS
  • Mac OSX
  • Windows
  • Linux

Download extension and examples : Away3D Extension
(Some of the examples are ports from demonstration/games made by LIBERADO; who gave permission to use them)


Documentation:

*** DISCLAIMER ***
Stencyl is a 2D Tool/Engine. Not everything you see done with 3D engines/tools is possible with this Extension.
******************

*** WARNING ***
The Library is not scale aware. Binding of Actors and Tiles is done on a 32px by 32px size. 3D Camera does not perfectly align Meshes with 2D objects.
You have to adjust to these yourself.
***************

Special Thanks to : Justin, LIBERADO, Merrak, SadiQ (alphabatic order)


 

9
Journals / Re: 3D Library Adventure
« on: December 31, 2018, 03:00:34 am »

Last couple of weeks I've been working on finishing the games for my yearly family meeting where we played 9 of my games. Great success!
The LIBERADO Balloon was hilarious when both my nephew and brother-in-law were playing it. Blaming each other for bad decisions :)
Also Acceleration BoardGame and the Virtual Reality Maze were cool.

Then I took a little break from programming (Christmas) and now I'm going to start the New Year (early) to gather all my 3D stuff together and prepare for an Extension Launch.

This week I've debugged a problem that I've caused to fix yet another problem  :)  :(     Took me a couple of days to find it :(

So I've got my work cut out for m.e. when I will revisit all the 3D stuff that I've made using the 'version 2.0' of the extension.

I will supply a Demo with most of the functionality of the Away3D Library.
The .stencyl file will allow extension users to investigate the demonstrations so that they can use the extension in their own games.
Also there are some tools written that I need to compile with the latest Stencyl version and the latest extension to see if it still works.

Today I leave you with some screenshots of the latest work that I've been doing on 3D game/demo:

Demonstration game:


I've converted an earlier demo that I made with help from DinciCode into:
Dinci Draw 3D



Happy New Year to all!





10
Ask a Question / Re: How to fix HTTP Request error?
« on: December 31, 2018, 12:35:16 am »
You have two issues. One is that you are trying to access a site from HTML5 or Flash which is prohibited if it is not on the same server. Like what CabinFever wrote!

The other is that the text file you try to acces is hosted on Dropbox that does not provide a straight textfile but rather a complete webpage (even redirected)

Android publication shouldn't give you the sandbox problem but it is giving you the issue with the Dropbox file not being the file you think it is!

11
Journals / Re: Merrak's Isometric Adventures -- Alpha Release 1
« on: December 11, 2018, 11:01:37 pm »
Great to read a little about planning,balancing and themes.
I am interested in the idea of the jump skill book. But I don't have a clear visual representation of such behavior in my mind so it will be interesting to see how you will do that

So you are sticking to the Game Boy resolution for Towers?
Will Temple of Idosra still be on the roadmap?

Do you focus on Towers because of the low resolution, which gives you more performance, or is it more convenient to
work/design on a smaller canvas?


12
Journals / Re: 3D Library Adventure
« on: December 10, 2018, 07:55:08 pm »
Hello RosalinaGalaxer,

Thank you for the interest.

How stable is this extension? It is as stable as openfl and Stencyl goes. So there of course are bugs and there are limits of the engine.
The most annoying is that MD5 animations don't run on HTML5.
Other limitations are also more platform dependent. Flash running locally and trying to access files on a server for objects. Some Away3D library calls are HTTP(s) only and therefor will fail on locally running Flash.

'Would be able to have a 2D game over / on top of the 3D stuff?'  That is the only way it works. I haven't found a way to display 3D stuff in front of the 2D stuff.

What do you mean with '  not interactive background ' . The makers of Touhou could well use a movie instead of the interactive nature of 3D. There is an extension on loading and playing movies on mobile. It is restricted in its capabalities but it might be something you can experiment with ( http://photoquesting.com/repo/html/video.php Video Extension )

Basically the 3D Library could make that background. Not sure if it would be able to do it 100% the same as Touhou's background but at its core it should be able to make it.


13
Journals / Re: Ludum Dare 43 : Sacrifices must be made
« on: December 03, 2018, 01:15:38 pm »
3D Version Part 4:

Since I wanted to have an animated model running the path I was trying to create models for each of the players.
After a half day I realized that I only needed one during the run-the-path behavior.

Keep it simple stupid !

But that wasn't simple enough so I ditched the wish to have animated model and made some levels.
And some instructions.



The Game: LD43_Sacrifices3D

At least I've made a game in two days (Sunday was family-day)

As usual I'm not entering the game to Ludum Dare. I'm in for the challenge, not for the competition.

I probably work on the camera movement later this week.


14
Journals / Re: Ludum Dare 43 : Sacrifices must be made
« on: December 01, 2018, 11:54:20 pm »
3D Version, Part 3:

* Arrows
* Mine
* Finish



Now I'm going away for some time with family....





15
Journals / Re: Ludum Dare 43 : Sacrifices must be made
« on: December 01, 2018, 01:31:50 pm »
3D Version, Part 2:

* Sacrifice-player count bug (took way too much time :( )
* Gave wall/obstacles some textures
* Made arrow (obviously not rotated and implemented everywhere)



I'm sacrificing some time tomorrow to be with family, but on Monday I should have some more time.





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