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Messages - 1MrPaul1

Pages: 1 2 3 ... 57
1
swf as exe is worst than even normal swf, because it is luggy as swf, but not online.
I don't think it isn't legal. In fact your game must be very very good to sell it as flash projector
especially with flash 11, that is very pure in performance...

2
Hello guys

Please advice me, is it possible to use unicod text, that i want to open from text file in the external folder?
I need french spanish, thai, russian, and may be even chines texts.
As long as the game is big and have a lot of texts, will be good i will able just call needed text file with needed language.
I got to know it now, because starting UI for the game, if it isn't possible, will use texts as pictures
By the way. I'm on 3.4 (9525)
And I will need flash, html5, android and exe and ios, than... hehe

3
Chit-Chat / Re: Mega Mechs (2 in 1)
« on: September 05, 2017, 07:11:22 pm »
Hi all
we are released mobile port of the game
<a href="https://www.youtube.com/v/ac7LAD0xnHc" target="_blank" class="new_win">https://www.youtube.com/v/ac7LAD0xnHc</a>

Favorite  game of my son, hehe, so, good for kids
And suites good for those who loves classic arcade Alien Invaders game

Download and play for free
https://play.google.com/store/apps/details?id=air.com.y8.MegaMechsAssembling

4
I like the characters but don't like backgrounds at all. while characters is very interesting, backgrounds are cheap and boring , that is breaks everything
IMHO 

5
i was one of the first probably who tried enhance, i remember one time i got 1.5 $ after just one click of one player... hehe

6
Finally!
Thank you a lot Rozek!

7
Windows / Mac / Flash / HTML5 / Re: Car Smash (car smash, flash)
« on: August 02, 2017, 06:09:58 am »
This is really well done. Hard with a mouse, but may work well with touch screens.

CONS
A bit repetitive. Upgrades / special abilities would be really good.

PROS
Looks great. Very polished
Easy to play
Clean and easy to understand UI
Smooth gameplay.

Thank you Jeffrey
Right, with mouse it is much harder, i designed it on hybrid computer with touch screen, but tried to optimize the game for mouse
And yes, you are right, the game play is repetitive. this is the test project. I had plans to add hammer and some other things if the game will be popular, but it is not, just 150 k plays.

8
Extensions / Re: HTML5 Mobile Extension
« on: July 27, 2017, 07:57:09 am »
Yes Yes Yes
3D was my all time best wish for stencyl

9
Ask a Question / Re: Problems with custom blocks in exe
« on: July 27, 2017, 07:50:48 am »
Yes, remake this block and the game is compiling now, Thank you Rob!

10
Ask a Question / Re: Problems with custom blocks in exe
« on: July 27, 2017, 07:35:37 am »
will try to change

11
Ask a Question / Re: Problems with custom blocks in exe
« on: July 27, 2017, 04:10:45 am »
This is all errors

[haxelib.exe] include\scripts/Design_6_6_CustomBlocks.h(63) : error C4980: '__value' : use of this keyword requires /clr:oldSyntax command line option
[haxelib.exe] include\scripts/Design_6_6_CustomBlocks.h(63) : error C2059: syntax error : '__value'
[haxelib.exe] ./src/scripts/Design_6_6_CustomBlocks.cpp(133) : error C2059: syntax error : '__value'
[haxelib.exe] ./src/scripts/Design_6_6_CustomBlocks.cpp(139) : error C3630: error when processing the token '__value'
[haxelib.exe] ./src/scripts/Design_6_6_CustomBlocks.cpp(139) : fatal error C1190: managed targeted code requires a '/clr' option

12
Ask a Question / Re: Problems with custom blocks in exe
« on: July 27, 2017, 04:09:33 am »

This is problematic beh




package scripts;


import com.stencyl.graphics.G;
import com.stencyl.graphics.BitmapWrapper;


import com.stencyl.behavior.Script;
import com.stencyl.behavior.Script.*;
import com.stencyl.behavior.ActorScript;
import com.stencyl.behavior.SceneScript;
import com.stencyl.behavior.TimedTask;


import com.stencyl.models.Actor;
import com.stencyl.models.GameModel;
import com.stencyl.models.actor.Animation;
import com.stencyl.models.actor.ActorType;
import com.stencyl.models.actor.Collision;
import com.stencyl.models.actor.Group;
import com.stencyl.models.Scene;
import com.stencyl.models.Sound;
import com.stencyl.models.Region;
import com.stencyl.models.Font;
import com.stencyl.models.Joystick;


import com.stencyl.Engine;
import com.stencyl.Input;
import com.stencyl.Key;
import com.stencyl.utils.Utils;


import openfl.ui.Mouse;
import openfl.display.Graphics;
import openfl.display.BlendMode;
import openfl.display.BitmapData;
import openfl.display.Bitmap;
import openfl.events.Event;
import openfl.events.KeyboardEvent;
import openfl.events.TouchEvent;
import openfl.net.URLLoader;


import box2D.common.math.B2Vec2;
import box2D.dynamics.B2Body;
import box2D.dynamics.B2Fixture;
import box2D.dynamics.joints.B2Joint;
import box2D.collision.shapes.B2Shape;


import motion.Actuate;
import motion.easing.Back;
import motion.easing.Cubic;
import motion.easing.Elastic;
import motion.easing.Expo;
import motion.easing.Linear;
import motion.easing.Quad;
import motion.easing.Quart;
import motion.easing.Quint;
import motion.easing.Sine;


import com.stencyl.graphics.shaders.BasicShader;
import com.stencyl.graphics.shaders.GrayscaleShader;
import com.stencyl.graphics.shaders.SepiaShader;
import com.stencyl.graphics.shaders.InvertShader;
import com.stencyl.graphics.shaders.GrainShader;
import com.stencyl.graphics.shaders.ExternalShader;
import com.stencyl.graphics.shaders.InlineShader;
import com.stencyl.graphics.shaders.BlurShader;
import com.stencyl.graphics.shaders.SharpenShader;
import com.stencyl.graphics.shaders.ScanlineShader;
import com.stencyl.graphics.shaders.CSBShader;
import com.stencyl.graphics.shaders.HueShader;
import com.stencyl.graphics.shaders.TintShader;
import com.stencyl.graphics.shaders.BloomShader;






class Design_6_6_CustomBlocks extends SceneScript
{
   public var _EnemyList:Array<Dynamic>;
   public var _HeroesList:Array<Dynamic>;
   public var _AnimationEndTime:Float;
   public var _TempList:Array<Dynamic>;
   public var _back_Image:BitmapData;
   public var _currEnergy:Float;
   public var _FireImageActor:Actor;
   public var _FireInstance:BitmapWrapper;
   public var _FireImage:BitmapData;
   public var _CurrEnergy2:Float;
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_Percents(__percent:Float, __value:Float):Float
   {
      return ((__value / 100) * __percent);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_onscreen(__self:Actor):Bool
   {
      if(((__self.getX() > getScreenX()) && ((__self.getX() + __self.getActorValue("width")) < (getScreenX() + getScreenWidth()))))
      {
         return true;
      }
      else
      {
         return false;
      }
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_Inside(__actor:Actor, __self:Actor):Bool
   {
      if(((((__self.getX() < (__actor.getXCenter() - (__actor.getActorValue("width") / 2))) && ((__self.getX() + (__self.getWidth())) > (__actor.getXCenter() - (__actor.getActorValue("width") / 2)))) || ((__self.getX() > (__actor.getXCenter() - (__actor.getActorValue("width") / 2))) && ((__actor.getXCenter() + (__actor.getActorValue("width") / 2)) > __self.getX()))) && ((__self.getYCenter() > ((__actor.getY() + __actor.getActorValue("level")) - __actor.getActorValue("height"))) && (__self.getYCenter() < (__actor.getY() + __actor.getActorValue("level"))))))
      {
         return true;
      }
      else
      {
         return false;
      }
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_HeroesList():Array<Dynamic>
   {
      return _HeroesList;
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_EnemyList():Array<Dynamic>
   {
      return _EnemyList;
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_Dead(__self:Actor):Bool
   {
      return __self.getValue("Health", "_Dead");
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_AnimationEnd(__self:Actor):Float
   {
      return 1;
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_RobName(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(1)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_RobLevel(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(2)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_minDmg(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(3)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_maxDmg(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(4)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_fireDmg(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(5)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_electroDmg(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(6)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_coldDmg(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(7)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_Defence(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(8)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_fireDefence(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(9)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_electroDefence(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(10)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_coldDefence(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(11)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_skill1(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(12)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_skill2(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(13)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_skill3(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(14)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_energy(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + ("" + __self.getValue("Health", "_SelfNum"))))))[Std.int(15)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_Accuracy(__Self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __Self.getValue("Health", "_SelfNum")))))[Std.int(16)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_CiriticalChance(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(17)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_speed(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(18)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_hitCost(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(19)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_powerhitCost(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(20)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_shotcost(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(21)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_regeneration(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(22)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_energyRegeneration(__self:Actor):Float
   {
      return (getGameAttribute((("" + "Hero") + ("" + __self.getValue("Health", "_SelfNum")))))[Std.int(23)];
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_currEnergy():Float
   {
      return _currEnergy;
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_setcurrEnergy(__val:Float):Void
   {
      _currEnergy = asNumber(__val);
      propertyChanged("_currEnergy", _currEnergy);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_XP():Float
   {
      return asNumber(Engine.engine.getGameAttribute("GameStats")[Std.int(1)]);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_currEnergy2():Float
   {
      return _CurrEnergy2;
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_setcurrEnergy2(__val:Float):Void
   {
      _CurrEnergy2 = asNumber(__val);
      propertyChanged("_CurrEnergy2", _CurrEnergy2);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_SetXP(__num:Float):Void
   {
      Engine.engine.getGameAttribute("GameStats")[Std.int(1)] = ("" + __num);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_Mode():Float
   {
      return asNumber(Engine.engine.getGameAttribute("GameStats")[Std.int(2)]);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_SetMode(__num:Float):Void
   {
      Engine.engine.getGameAttribute("GameStats")[Std.int(2)] = ("" + __num);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_Hero1():Float
   {
      return asNumber(Engine.engine.getGameAttribute("GameStats")[Std.int(3)]);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_SetHero1(__num:Float):Void
   {
      Engine.engine.getGameAttribute("GameStats")[Std.int(3)] = ("" + __num);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_Hero2():Float
   {
      return asNumber(Engine.engine.getGameAttribute("GameStats")[Std.int(4)]);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_SetHero2(__num:Float):Void
   {
      Engine.engine.getGameAttribute("GameStats")[Std.int(4)] = ("" + __num);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_Hero3():Float
   {
      return asNumber(Engine.engine.getGameAttribute("GameStats")[Std.int(5)]);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_setHero3(__num:Float):Void
   {
      Engine.engine.getGameAttribute("GameStats")[Std.int(5)] = ("" + __num);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_openedlevel():Float
   {
      return asNumber(Engine.engine.getGameAttribute("GameStats")[Std.int(6)]);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_setopenedlevel(__num:Float):Void
   {
      Engine.engine.getGameAttribute("GameStats")[Std.int(6)] = ("" + __num);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_openedstage():Float
   {
      return asNumber(Engine.engine.getGameAttribute("GameStats")[Std.int(7)]);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_levelstage():Float
   {
      return asNumber(Engine.engine.getGameAttribute("GameStats")[Std.int(8)]);
   }
   
   /* ========================= Custom Block ========================= */
   public function _customBlock_setlevelstage(__num:Float):Void
   {
      Engine.engine.getGameAttribute("GameStats")[Std.int(8)] = ("" + __num);
   }
   
   
   public function new(dummy:Int, dummy2:Engine)
   {
      super();
      nameMap.set("EnemyList", "_EnemyList");
      _EnemyList = ["0"];
      nameMap.set("HeroesList", "_HeroesList");
      _HeroesList = ["0"];
      nameMap.set("AnimationEndTime", "_AnimationEndTime");
      _AnimationEndTime = 0.0;
      nameMap.set("TempList", "_TempList");
      nameMap.set("back_Image", "_back_Image");
      nameMap.set("currEnergy", "_currEnergy");
      _currEnergy = 0.0;
      nameMap.set("FireImageActor", "_FireImageActor");
      nameMap.set("FireInstance", "_FireInstance");
      nameMap.set("FireImage", "_FireImage");
      nameMap.set("CurrEnergy2", "_CurrEnergy2");
      _CurrEnergy2 = 0;
      
   }
   
   override public function init()
   {
      
      /* ======================== When Creating ========================= */
      Utils.clear(_EnemyList);
      Utils.clear(_HeroesList);
      
   }
   
   override public function forwardMessage(msg:String)
   {
      
   }
}

13
Ask a Question / Problems with custom blocks in exe
« on: July 27, 2017, 03:40:09 am »
Can't compile my custom blocks on exe.
getting this error 
[haxelib.exe] include\scripts/Design_6_6_CustomBlocks.h(63) : error C4980: '__value' : use of this keyword requires /clr:oldSyntax command line option
why it can happen?
By the way this blocks working fine on flash

14
Chit-Chat / Re: Is Flash dead? no, no its not.
« on: July 27, 2017, 01:43:35 am »
Glad to heear, Thanks Justin.
Do you plan to add support of image API for html5 in the 3.5?
I think this is just one issue that we have in html5 now

15
Chit-Chat / Re: HTML5 is here - Kongregate Dev Blog
« on: July 25, 2017, 11:53:04 am »
I read this the other day and I love that people have been saying "flash is dead" for years but apparently "dead" means "still makes more money than HTML5, but the gap closed a lil bit"
https://blogs.adobe.com/conversations/2017/07/adobe-flash-update.html

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