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Messages - RosalinaGalaxer

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1
Journals / Re: Insurgence of Forgotten Fairies
« on: February 09, 2019, 08:56:46 pm »
Is it hard to read right now? I've been experimenting with different colors, and I haven't really settled on anything yet.

2
Journals / Re: Insurgence of Forgotten Fairies
« on: February 08, 2019, 02:03:03 pm »
The gradient backgrounds were actually meant to contrast with the HUD and everything else. Right now their there purely as placeholders, because I haven't done any backgrounds yet. I have something very cool in mind for the backgrounds...

3
Journals / Insurgence of Forgotten Fairies
« on: February 07, 2019, 01:38:52 pm »

  2nd Project Innocence: Insurgence of Forgotten Fairies is the sequel to 1st Project Innocence: Shadows Over Yumekyo. Since developing 1st Project Innocence, I've started taking a drawing course, which has improved the art quality immensely. Previously, I had just been doing art based on what I had taught myself, and it didn't really come out well.

  So far, I haven't really been focusing on developing any one thing. I've basically been revamping everything that 1stPI had, and making it better. I've been using a bunch of tweens to make the game have that completed game feel. I've made a much nicer HUD, which also shows some of the extra mechanics I've put into the game. This screenshot also shows some of the drops I've programmed in, which were not in 1stPI. The drops score you extra points the higher up on the screen they are collected, which was surprisingly difficult to code. It's always the little things. You expect to be done it in half an hour, tops, and then you end up spending two or three hours polishing it to make it work.


  The thing I'm probably the most proud of so far is the custom dialogue system. I decided to make my own dialogue system, because I wanted to have multiple people being shown at once, which the Dialog Extension just can't do. I ended up making it as a sort of offshoot of Flargy-Filler/fillergames' dialogue system: using a seperator to differentiate between commands and actual dialog. The below screenshot uses:

  Kiyoko\Happy\Whoa, this game looks way better\than the last one already!

  Which looks like this:


  Kiyoko is the character portrait that gets put up. Happy is the animation that gets chosen. Everything afterwards is just the dialogue. The \ in the middle of the dialogue triggers a line break, but for simplicity, and my sanity, I only support one line break, and then I have to advance text to see the rest of a sentence. Eventually I'll implement an event system, such as:

  EVENT\PlayBossMusic\0.1

  EVENT being the trigger to let the game know that this isn't dialogue, and no portrait should be changed. PlayBossMusic is the custom event that gets triggered in-scene. 0.1 is how long until the next dialogue comes up. Overall, I think this setup is pretty flexible, and even in some ways superior to the Dialog Extension (no offense, Justin and Cory).

  The next thing I'll work on (besides art) will probably be getting shooting working. I've got a very different idea for the shooting in this game compared to 1stPI, but it might turn out to be a pain to code...

4
Ask a Question / Re: Android App Crashes On Interaction
« on: February 04, 2019, 01:46:25 pm »
There was an old bug in the on screen button behaviour that the touch ID list was not created first. You need to set the touch ID list to Create new list in the when created event or get the updated version of the behaviour.
...

That is the most infuriating and yet most amazing thing I've seen in a while. That was the problem, and it works great now. Thanks guys!

5
Extensions / Re: Perlin Noise
« on: February 01, 2019, 05:56:44 pm »
It's relatively old. I'm testing on HTML5.

I've got an idea, but I don't have access to Stencyl till Monday, so I'll give you a heads up then.

6
Ask a Question / Re: Android App Crashes On Interaction
« on: February 01, 2019, 05:55:00 pm »
@Justin Where would I get the new bundled behaviors?

@Luyren I'll give that a shot on Monday. I don't have access to Stencyl again till then, so...

7
Ask a Question / Re: Android App Crashes On Interaction
« on: February 01, 2019, 04:36:51 pm »
Thanks Justin. Didn't know that existed.

So now I know that it's a null object reference, in the On-Screen Button behavior. Not that that helps much, 'cause I'm not sure what it's attempting to reference that is null. I don't understand...

I've attached the logs, because they might actually be worth something this time.

8
Extensions / Re: Perlin Noise
« on: February 01, 2019, 04:18:27 pm »
Yep, it runs totally fine without checking tiles, apart from the freeze when clicking to generate new tiles, but that's to be expected.

I'll have to mess around and see what I can come up with for blocking tile spawns.

9
Extensions / Re: Perlin Noise
« on: February 01, 2019, 03:21:34 pm »
I'm using the "data for tile at" block. I dunno if that impacts it heavily or not, but I get an average of 23 frames per second. I also made the scene 100 by 100 tiles, but I'd think that would only matter for the startup, where it places all the tiles.

Would I be able to set this up to spawn a tile that would spawn a structure around it? Like houses in Terraria, or villages in Minecraft: not super common, and also not super close together.

10
Extensions / Re: Perlin Noise
« on: February 01, 2019, 02:51:06 pm »
Just discovered this today and it's super cool!

I was wondering though, if I wanted to add a new type of tile, how would I go about doing that? Not actually importing the tile, but setting up how often it's made, how much of it there is, and what it gets made next to.

I set up a little prototype thing, and I've got a guy that can run around in the world, and he goes slower when he's on the blue tiles, like he's swimming. It's pretty laggy, since I'm checking what tile he's over every frame, but I haven't figured out how to check that without making it lag like crazy.

11
Ask a Question / Re: Android App Crashes On Interaction
« on: February 01, 2019, 12:31:44 pm »
So after figuring stuff out with 4.0, I finally got the game to compile to Android again. However, the crash persists on 4.0 b10240. I don't know where to go from here.

12
Ask a Question / Re: Downloading Android SDK Results In Error [4.0]
« on: February 01, 2019, 02:46:04 am »
Really? Huh. The more you know, I guess. I'll change that tommorrow.

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Ask a Question / Re: Downloading Android SDK Results In Error [4.0]
« on: February 01, 2019, 02:41:30 am »
Okay, I'll give that a shot when I get the chance.

14
Ask a Question / Re: Error On 4.0 Upon Opening Preferences
« on: January 31, 2019, 02:51:49 pm »
I'd recommend starting a new thread, as this one was about the error on opening preferences, which has nothing to do with the SDK/NDK Android testingness we've got going on. You'll get noticed more that way as well.

15
Ask a Question / Re: Curves?
« on: January 31, 2019, 02:43:51 pm »
Could somebody test the code/blocks in the below code to see if it works? I tried it myself, and it didn't really work, but I think I might have made a mistake somewhere.

You should be able to alter the angle by multiplying the part [absolute value of(blahblah)]. The more you multiply it, the higher angle it will be, though it will never be 90 (it would require x to be set to 0). Moreover, if the angle would be 90, the bullet would never corrected it's velocity toward the enemy.

Since the last post I have figure out it will probably be a little bit better if you put distance in attributes. Easier to read and only calculated once (x distance was calculated twice). So, together with the multiplier it would be something like that:

Code: [Select]
set xDistance to [x of enemy] - [x of self]
set yDistance to [y of enemy] - [y of self]
then the velocity block with atan2(yDistance - ([absolute value of xDistance] * multiplier), xDistance)
You can use whatever number as multiplier, 1 will get you the same result as without it (obviously), higher number should make the initial angle higher and number between 0 and 1 should make it lower.


From this forum thread.

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