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Messages - Vektro

Pages: 1 2 3 ... 9
1
Chit-Chat / Re: Introduce Yourself!
« on: January 25, 2013, 01:23:24 am »
Thats on your comments of the game on that website:

Quote
//, im sorry if i cant manage to get rid of stencyl logo since im using stencyl to make games,.. im so sorry...

Why would you be that sorry because of the Stencyl logo : S?

EDIT: To remove it you need to purchase Stencyl. Other than that seems pretty good and the level design is neat. I would probably add a skip button to the cutscene at first since some people are too impatient to actually wait for it and you want to show them your game right away.

2
Paid Work / Re: Stencyl enthusiast coder needed
« on: January 24, 2013, 09:24:57 am »
What lazyboy ( lol that almost sounds like im trying to insult him xD ) meant was that you can make some money off of it by getting someone to sponsor it.

In other news, add me on skype:

skypename: jonathan.altar

3
Paid Work / Re: Stencyl enthusiast coder needed
« on: January 23, 2013, 09:30:23 am »
My question would be, what kind of skillset are you looking at? Would:

-Game and Level Design
-Puzzle Making
-Simple physics
-Gui Making

be enough? Or are you intending to go for complicated gameplay mechanics? Finally, what duration are you intending the game to be for and what platform do you wish to export it to?

5
Ask a Question / Re: Help with layers
« on: January 23, 2013, 09:18:22 am »
Not sure, havent worked with them yet on 3.0. I'm sorry i cannot contribute to the solution, i have ,myself, faced the same problems and would like to follow this thread ^_^. Sorry for mooching xD.

6
So, any estimation on when you will start making more on the Demo- series on 3.0? If so, is there a chance you would make it there? Finally, approximately what hours can i find you on livestream? I'd really love to watch some but i never happen to get there when it's online. Probably because im in GMT+2.

Thanks for everything Tuo ^_^

7
Ask a Question / Re: Help with layers
« on: January 22, 2013, 01:47:26 pm »
You're using 3.0 right?

8
Hello there Tuo, this is probably not possible on 2.2 but do you think there is a way to make multiple light sources in the following manner?:

A darkness layer actor is on top of everything. Light source actors ( lets say circles ) negate the pixels of the darkness actor. Do you think that is possible with code? Extending that would be, white pixels on the light actors mean completely negating the pixels of the darkness actor that overlaps with them and the greyer they are, the less the negate the pixels of the darkness actor ( kind of like a mask).

Im working on my game on 3.0 but since this is widely requested from what i understand, it would be nice to see the logic behind it even though i wont be able to use it.

9
Ask a Question / Re: Multiple Light Sources
« on: January 22, 2013, 10:24:50 am »
I see. One last thing. I'm trying to find a way to start learning more about code. However its confusing on where to start. For example, i thought i would use the Code block which from what i understand adds code in a predetermined area in a behavior's code. Then there's the option to make a code behavior and then there's the arbitrary code mode which isnt attached to actors or scenes.I also realised that using the dot (.) symbol on the code block always yields the same results.

I am heavily confused and have no idea where to start. For example if i attach a code behavior to an actor, i wouldnt know where to look in order to access its bitmap data.

Do you think it would be possible to find someone to provide a few lessons on these kind of things for the right fee when i could muster it up?

Thank you.

10
Ask a Question / Re: Multiple Light Sources
« on: January 22, 2013, 08:56:32 am »
Yes i am lookint at the beta of 3.0, downloaded the latest version yesterday i think. I just opened both versions and the only difference are the blend modes as said earlier.

EDIT: I think i was mistaken as you probably were reffering to blend modes all along. I was expecting something like add light source at <x>,<y> with intensity <z%>. The problem is that these seem to be flash only therefore i will have to do it by code which brings me back to square one.

Is there any place where i can learn more on how to code on 3.0? Im not sure if it's using actionscript/haxe. Where would you point me to? ( i am familiar with Java/C/PHP so it cant be that hard but i could use a point of reference )

11
Ask a Question / Re: Multiple Light Sources
« on: January 22, 2013, 02:56:19 am »
Im obviously mistaken somehow. How are the blocks called? ( Sorry to drag this on that much ).

12
Ask a Question / Re: Multiple Light Sources
« on: January 21, 2013, 03:38:59 pm »
Hmm, i only see the blending modes on the scene and some effects like tint using <color>, grayscale, sepia for the actor. Maybe those new lighting blocks arent implemented in this release?

13
Ask a Question / Re: Multiple Light Sources
« on: January 21, 2013, 02:31:08 pm »
Oh really? Thats amazing. I still feel the strong urge to getting started in the coding department however those new blocks certainly sound like something i would like to play with. Where can i find them? Or is it that they have not yet been implemented?

14
Ask a Question / Re: Multiple Light Sources
« on: January 21, 2013, 02:02:16 pm »
Can you point me in the right direction in order to start experimenting with code in Stencyl? Even though i'm studying computer science and have programmed in C,Java,PHP i am quite uncertain on how things work on a game ( there are two main methods a render and an update one i think? )

The transition to 3.0 doesnt help since im not sure what i would write the code in. Is it Actionscript? Haxe? I think both use Box2d.

Finally, even if i knew how to code it, do you think i could achieve the exact same effect like in picture 1?

Thanks for taking the time, i truly wish to start learning how to code for stencyl and hopefully it wont be too hard to grasp since i have prior experience.

15
Ask a Question / Multiple Light Sources
« on: January 21, 2013, 10:47:43 am »
Hello all,

I come to you with a bit of a complex problem. Thanks to a member of the community i was able to find a way to create pseudo lighting effects ( first picture below, lighting by MrMusicalLion ^^). Essentially, this is achieved by creating a 'darkness' layer which contains some semi transparent dark color that becomes more and more transparent closer to the light source. This works for moving objects as well since the bigger-than-the-screen darkness layer will follow an actor around ( therefore, can make it look like the actor is carrying a lantern.

This works like a charm however, a deal-breaker occurs when more than one light sources have to come into play ( explained in second picture attachment below ).
In summary, the problem is that when two darkness layers overlap everything will look darker and in general, bad, since the opacity will build up.

Any suggestions?

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