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Messages - NobodyX

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1
Very neat!!!
About physics crashing, when I used to not use simple physics I'd get crashes when an object was being squished by a "cannot be pushed" actor and the game didn't know where to put the actor that could be pushed. One thing that happened a lot was if all the relevant surfaces were parallel then it couldn't decide a direction to push the object out and so it would crash. I don't know of any other types of box2d crashes.

2
Another solution is to use the block that's something like "get width of [text] using [font]" and subtract that from the X drawing position.

3
Ask a Question / Re: Why does my character stop moving on flat ground?
« on: February 21, 2017, 12:32:19 pm »
For reasons like this glitch, if you're making something that doesn't need advanced physics I would greatly recommend using global "simple physics" in the game settings. Simple physics comes with other problems but it's much much more predictable once you have a firm grasp.

4
Chit-Chat / Re: Steam Greenlight Being Replaced
« on: February 11, 2017, 09:03:36 am »
FWIW I don't think Valve is hurting for money enough to make a decision like this for that reason. I assume they honestly want to make their customers happier, but whether this somehow achieves that or not is another question entirely.
I agree for sure that it's more about curating than trying to get more money via fees, the problem is it seems like a pretty clear signal that if you're struggling or not making massive hits then they don't particularly care about you.

5
Chit-Chat / Re: Steam Greenlight Being Replaced
« on: February 11, 2017, 08:52:37 am »
Itch.io sales don't even come close to Steam sales though because Steam is where most of the PC gamers are.  Even if really popular games were made Itch.io exclusive (which won't happen), gamers would just use both Steam and Itch.io rather than using Itch.io exclusively.
I know it's a losing battle but it doesn't mean that there shouldn't at least be an effort. I try not to fall into a "nothing will make a difference, why even try?" mentality.

6
Chit-Chat / Re: Steam Greenlight Being Replaced
« on: February 11, 2017, 07:08:09 am »
Oh great, something that won't really affect the ones that make hits that don't need any help, but that will harm everyone else that's struggling, and will give the giant company valve even more money that individual creators should be getting.

I think with other things that are so incredibly easy to use (from both the creator and player sides) like itch.io by people who are much much much less greedy, maybe devs should stop putting their things on steam and train players to be fine with buying games elsewhere.

7
I tried this, but it is inaccurate and difficult because we have not a formula to keep centered on the screen the exact point of the scene on which the camera will zoom in/out. Do you have such formula?
Yeah I figured it out for myself a long while ago, it's really simple! The key is "1/scale", which you multiply by half of the screen width and height and then subtract that offset from the regular cam position. So like "x of camera = wherethecameranormallyis -  .5 * screenwidth / scale" (and then the same idea for y, obviously).
https://gfycat.com/QualifiedDistantKissingbug
As you can see it works, it jitters a bit though... I think it's because the camera position is always rounded to a pixel. But that's a minor concern at this point I think.

Both methods have drawbacks and don't completely fill the screen when zooming out.  :(
Oh yeah, tiles don't draw properly work when zooming outwards. Which is a problem but I guess I didn't mention it because I was thinking more about the bare minimum of getting it to work for a real game (where at least you can zoom in).
Engine.engine.isHUDZoomable = false;
engine.setZoom(some number);
Oh nice, thanks! So... I guess if the problem with drawn things like text being resized can be fixed, then Stencyl will have useable-for-a-real-game zooming?????? I know zooming has been brought up a ton in the past, and I think if we're this close maybe it needs to finally become a known feature with its own design mode blocks.

8
Whoa, zooming the camera with a shader?? Funky!

I've played around with
Code: [Select]
Engine.engine.master.scaleX = some number;
Engine.engine.master.scaleY = some number;
and it works well, except for the fact that it zooms the HUD as well. I suggested being able to set the scale of specific layers independently, to avoid this. I don't know if it would be an easy fix or not for a Stencyl dev (or maybe you can do that already and I don't know), but to me it seems like the shortest way to get proper zooming in Stencyl, I dunno.

9
Windows / Mac / Flash / HTML5 / Re: Mibibli's Quest
« on: November 21, 2016, 09:35:47 pm »
Whoa, crazy! Thanks for bringing it to my attention. :)

10
Journals / Re: Ghost Bird
« on: October 06, 2016, 07:53:06 pm »
oh my god that fanart, haha
buff bird could be another character inside the game

11
Journals / Re: Ghost Bird
« on: September 11, 2016, 08:29:06 am »
Very sexy!!!

12
Interesting. I think that learn and use procedural generation is already almost a must.
I agree, although maybe not so much to simulate more workers, but because I feel endlessly playable games have way more potential to gradually grow a fanbase from nothing whereas every other kind of game is practically dead shortly after release.

13
that last demo: whaaaaaaat?!?! crazy! :D

14
Journals / Re: Ghost Bird
« on: June 26, 2016, 11:48:47 am »
Whooo!

15
Journals / Re: Merrak's Isometric Adventures -- 3D Dynamic Lighting
« on: June 13, 2016, 06:18:15 pm »
Last pics are very Diablo-like, I like it! This is very cool to be done in stencyl.

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