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Messages - Jaymer

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1
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Best of luck to all of you!
Chuck
Wow, thanks a lot!
Very valuable thoughts and experience!

It's often just as you said: "learning best by doing" and the curiosity of "what will happen if I use this block...".
Thank you for your answer.  :)

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Hello,
On a fantasy theme-focused event in the nearest future I'll be holding a short (~1h) lecture, mostly for non-programmers, about creating their 1st game in Stencyl.

I've finished 1 bigger project so I've got a bit of experience I could talk about, but it was done using Simple Physics and I believe the games making use of normal physics or ImageAPI would also be very interesting.

Perhaps you could share some of your games/prototypes using more advanced functions of Stencyl or at least point to such projects and most known titles made with Stencyl (besides those from #MadeInStencyl section)?

I'll also appreciate if you could share a bit of your own experience here so I could pass it to the listeners.  :)
Best practices, valuable tutorials and guides, good sources of materials for game, others...

Oh, also maybe your thoughts and experience on if you could find a work after learning Stencyl. :P

Thanks in advance,
Jacob

3
Well, that's sad then.  :'(
I believe it'd better if the HTML5 export became less "experimental" as I hear the Flash is becoming obsolete.

Thanks for the reply. :>

4
Hi,
I may have a small problem with the export for HTML5.  :'(

Some time ago I made a game that works just fine when I'm testing it with Stencyl (Flash). I get no errors that could crash the game.
However, I have tried to export the same game project as a HTML5 file and then strange things started happening.

1st thing would be that the text from my main menu started moving slightly up and down while switching options. The thing is, it didn't happen with Flash version so why would it happen here? It is weird but doesn't make me unable to play the game.
2nd, and a critical one, problem is that after launching the level I get such error: "TypeError: a._owner is undefined" and the game is frozen for good. The "_owner" I suppose is one of my attributes but then, why did it work perfectly in Flash file and caused my game to crash in HTML5 format.

Would you have any suggestion on what I should do or look for in order to fix it?
Simply looking for those attributes and messing with them to check out what's wrong or maybe there's a better way to deal with it?
I remember having more attributes named "owner" for various actors so that'd take a bit of searching and changing.

5
Windows / Mac / Flash / HTML5 / Re: TANK 3030
« on: December 29, 2016, 07:34:43 am »
Hi everyone,
I've finished the project and you can find it here (right now only Flash version available):
http://www.newgrounds.com/portal/view/686080

6
Ask a Question / Re: Overlapping actors in Simple Physics
« on: September 14, 2016, 11:09:42 am »
Here's the link to what I've got so far:
http://www.newgrounds.com/dump/item/f320b598c357adf8c88374da9de0a2bf
It's already kind of spawning from a "cave/hole/etc" stuff.  :P
Regions are not working properly in Simple Physics so meh...  ::)

Pretty much all is working so I don't want to make some major changes in game design.

I can't find better way right now, so I just create 4 actors that go from the inside of teleporter and check for collision.
I didn't want to add even more actors to the game but I think it's the best option for this moment.

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Ask a Question / Re: Overlapping actors in Simple Physics
« on: September 13, 2016, 07:14:04 am »
When colide...
If (enemy position X and Y) + "32"  >  (player position X and Y){
create...

Thanks! It seems to work for the Player but not so well on Enemies and I just realised why.
I've got a behaviour that makes Enemies bounce back 2 px each time they hit something. It's done using the Set X/Y blocks and when they get "teleported" those 2 px, they become immune to the collision mechanics (collision is not detected and the enemy is spawned).
When I turn off the "push back" behaviour, the collision detection works just fine on the Teleporter actor, but then Enemies don't move properly and get stuck between other actors-tiles.

Could there be a way around it?

8
Ask a Question / Overlapping actors in Simple Physics
« on: September 13, 2016, 04:16:43 am »
Hi!

I've got an actor that spawns enemies, but when another actor (Enemy or Player) is right on top of it, I don't want it to spawn new enemy. When it happens my Player actor starts flying off the playable zone and Enemies get stuck in each other.

I tried using the Regions but they don't seem to work correctly when using Simple Physics (it worked fine with Box2D using the same code as in Simple Physics).
I also tried making Enemy change attribute (like: actor_inside) upon collision with Teleport Actor and reset the attribute each 0.1 sec on Teleport's side, but it doesn't work well either.

Is there a way to block the spawner whenever there's an actor nearby in the Simple Physics?

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Windows / Mac / Flash / HTML5 / TANK 3030
« on: September 02, 2016, 06:18:04 am »
Heyo,
After a few months of work I've finally finished a playable BETA version of my TANK game! Also my 1st game finished in Stencyl. :)
It contains only 1 level single and coop, but with almost all mechanics that will be slowly dosed in the next levels.

http://www.newgrounds.com/dump/item/f320b598c357adf8c88374da9de0a2bf

Feedback appreciated!  :D

Note:
- it's nowhere mentioned but you can press P to pause and Q to damage your tank
- a bug: if you are moving over a teleport tile when an enemy spawns, it can throw you off the playable area

10
Ask a Question / Re: Creating multiple actors
« on: August 23, 2016, 07:20:02 am »
Under COLLISIONS > COLLISION POINTS there's a block called 'x/y of collision'. (http://www.stencyl.com/blocks/viewCategory/collision-points/collision-xynxy)

I can't quite get it to work properly.
I've tried similar example from this topic (http://community.stencyl.com/index.php/topic,21072.0.html) in my example game but it didn't work.
I set it to trigger each time player hits a bricks actor but in game it is like never detected. When the player actor hits the bricks, it cannot move, but when I check for the X of collision or Number of collisions, I get 0 (default value) or null (for list).

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Ask a Question / Re: Creating multiple actors
« on: August 21, 2016, 08:38:21 am »
Cool!  :D
Let me know if you find something.
I can live with it, but I guess it would make playing my game less frustrating. I'll check that collision thing.

About that anchoring idea.
I was trying it out in the past but it somehow didn't work so I left this idea. Thanks to you I've tried it again and it seems to work, so great!  :D

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Ask a Question / Re: Creating multiple actors
« on: August 19, 2016, 11:25:12 am »
You should look for another solution for those 2 problems.

I was afraid you'd say something like that.  :'(
Well, thanks for help!

13
Ask a Question / Re: Creating multiple actors
« on: August 19, 2016, 07:52:04 am »
Simple Physics actors don't collide with Box2D actors. Use only Simple Physics actors for this game.

Thanks!
Now with a bit of tweaking it can run most of the mechanics I've made so far.

However, there are now 2 problems that bother me.
1. My Weld Joints stopped working and the game crashes if an actor with it is spawned. It doesn't work even if the glued actor is set to have Normal Mode (one uses Normal and the other uses Simple Mode) or both use the same.
2. Sometimes my Player Actor can get stuck when trying to move between tiles, because it collides with 1 pixel of a tile... Earlier (with Box2D) I just solved this by using a Circle as Collision Shape but now Circle doesn't work with the Simple Physics (sigh).

Is there a way to make it work again or I should look for another solution for those 2 problems?

14
Ask a Question / Creating multiple actors
« on: August 18, 2016, 01:15:48 pm »
Hi!
I'm creating a modern version of "Tank 1990: Battle City".
In the original game, there's a bricks tile which breaks into 16 smaller parts that block the way and can be later destroyed (as shown in the attachment).
I'm trying to make a similar tile as an actor but creating so many small actors is terribly decreasing performance (1 tile breaks into 16 and there can be MANY such tiles on screen which can give even hundreds of actors).
I know that Stencyl can't handle too many actors on screen but I can hardly see a way around it.
I've tried using the tilesets but I couldn't work on it properly. I want my tiles to have specific amount of HP, block or not block the player/enemy depending on their one attribute and die on impact with a specific projectile.
I've managed to make most of these things work on actors but, as I mentioned, placing too many of them decreases performance and makes it impossible to play the game.
I've tried changing the "Actor Mode" from Normal (Box2D) to Simple or Minimal (as I don't want them flying around or rotating anyway) but it makes me lose the collision detection for that specific actor, which is totally something I don't want to happen in this case (bullets and other actors getting through the bricks tile actor).

I've also read about using images but I'm not sure how to make them then collide with everything like my actors do right now.

Here's the link to what I've got so far.
http://www.newgrounds.com/dump/item/d0aa49366dca9ab8e351915cabd2b55f
(Movement: W, S, A, D; Shooting: Spacebar; Reset: R)

In this example only the gray  border is actually made of real tiles from tileset. Everything inside that zone is made of actors.
The Bricks tile has Simple Physics and doesn't register any collision. The rest of tiles is using full Box2D.

Would anyone of you have some suggestions how I can solve this?
Is there a way to keep many actors on screen, keep them registering collision and not lose too much on performance?

15
Ask a Question / Re: Weld Joints not working
« on: August 15, 2016, 11:04:50 am »
That may be the problem. Have you tried it with solid collision shapes?

I've made another game to make some testing.
It turns out it was all because I had "Can Rotate?" and "Affected by Gravity?" on the Shield Actor set to no.
Once I set them to yes, everything works just fine (and even doesn't rotate if the actor it's glued to doesn't).
Then I can set the Shield Actor to not collide with second actor or make it a sensor and it still works.

I guess it can be marked as solved?

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