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Messages - dripple

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571
Hi guys. I think, i got it. Not really. But a little bit  :D

I created a Actor Behaviour that has one attribute of type List<Number>. On the event [mouse released] the global property "game board" is populated on 1..n values from the attribute list.


(Example)

For each button, I created a Actor and attached the behaviour. I could now set the property on the "Behaviours" tab, but as I want to make the "moves" later configurable, I created a number of game properties of type List<Number> and set them during runtime in the [is pressed on] event of each actor.


(Example)

Latter looks not right to me.
I now have two calls, based on the same user event (a mouse press). One in the actor and one in the attached behaviour.

This works for now, as the line "for self set..." is invoked on [is pressed on] and the behaviour is invoked on [is released on], but in terms of a good software design, this isn't looking good for me. What happens if I place more code in the [is pressed on] event of the Actor?

Cheers,
Heiko

572
Ask a Question / Re: Save game/mysql database
« on: May 02, 2013, 07:47:07 am »
You can pass parameters from the embedding website to the flash, i.e. a PHP or JSP creates the <embed>-Tag for the game and passes the user name oder user ID of the currently logged in user (or something similar) to the game. Now your game instance is bound to the backend.

From the game, you use the HTTP POST block to write the information back to the backend, i.e. a score for that user id.

There's a help page for your problem:
http://www.stencyl.com/help/view/web-requests/

Hope this helps,
Heiko

573
Okay, this makes sense to me.
I do the behaviour ones and attach it to every scene where I need it. Guess I have to figure out this paramter-thingy. Tried it, but got a compilation error. Can't remember exactly.

So, when it comes to Actors, this is the same?
Example "Button": I want to create basic button (think of a UI) and then "sub-class" it. Is this possible?

For my scratch card example I would have then:
- A (global) game property List<Boolean>
- A scene behavior that deals with the drawing of the game board, based on that list
- 1..n scenes (aka levels) that have the scene behavior attached
- A actor behavior with one paramter List<Boolean> that deals with the game property
- A number of actors that use the actor behavior to manipulate the game property

Does it make sense?


(Sorry, I don't have Stencyl installed on this machine, so I can't test it now)

574
Ask a Question / Re: Sharing scenes between games
« on: May 02, 2013, 05:05:51 am »
I am not sure, haven't tried it yet, but for each scene in the scenes folder are a couple of files named like the scenes.

Has one tried just to copy them over? This might work unless all ppl in the project use the same Actors and tile-sets. I guess even adding more scenes by hand by changing the scenes.xml might work. But I am not sure how Stencyl internally keeps track of the scenes.


575
Hi Folks.

I just started to evaluate Stencyl and have done the tutorials and also bought the book. I feel confident now with platform games, but I want to use Stencyl mainly for rapid prototyping of game ideas and / or game development of skill- and board games.

My problem now is, that I am a Java- and Objective-C Developer and hurdle with the terms used and, by nature of Stencyl, do not really know how to start properly.

My problem at the moment is the different approach of Stencyl I have to learn and adapt.

Usually, I start to develop games (or applications) by creating a main class with the global logic and game mechanics across all levels and delegate logic to other classes using objects for Levels, Sprite / Actors and so on. The main objective of me as an developer is the re-use of code.

The game I plan to implement (roughly comparable to a scratch card), is a board game with a number of buttons (9 actors) and a game board, reflecting the button presses (also 9 actors). The game shall have 3 levels (i.e. scenes) who are technically exactly the same and do differ only by the skin used (different graphics and sound).
 
What I am missing now is my "main"-class, the place to put the game logic/-mechanics accessible for all buttons and scenes in my game.

I am sure, I miss something fundamental. Are there any Java/Objective-C devs out there who have changed to Stencyl and are willing to give me jump start by translating the object oriented / imperative development concept into Stencyl?  :-\

Thanks,
Heiko

576
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: April 18, 2013, 01:34:25 pm »
Thanks for the quick reply, Joe.

Sorry for beeing unclear in my questions, "Major feature" was related to HTML5 and Android and the "Pricing" page says "What happens when the Android and HTML5 exporters arrive? We will give our subscribers a special upgrade offer as thanks for adopting us early on." which gave me the impression that this features are not present with the launch of 3.0 AND will be charged extra.

577
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: April 18, 2013, 07:33:57 am »
Quote from: Jon
- iOS
- Android
- Flash
- HTML5
- Windows / Windows 8 / Windows Store
- Mac / Mac App Store
- Linux

Which one can be used on Stencyl Pro?

Stencyl Pro is now known as Indie and will feature Flash, HTML5, and native Desktop publishing.
iOS Pro is now known as Mobile and will feature iOS and Android publishing.
Stencyl Studio is now known as Studio and will feature publishing to every platform.

Sorry for dropping in, but this 3.0 information-thingy is for new people like me, interested in the product, currently a mess. Lots of information, sometimes outdated or maybe wrong.

Open questions:
- When I subscribe now, do I gain access to 3.0 beta?
- If so, I assume I get access to the similar license I subscribed to, i.e. 2.2 Pro will be 3.0 Indie, 2.2 iOS will be 3.0 mobile and so on?
- What is the price then for the upgrade to 3.0?
- The website says that HTML5 and Android-Exporter will be another purchase / payed upgrade?
- Does it also mean, that 3.0 will launch without this major features?
- What is the upgrade path for all products, current and future? Can I simply subscribe to 2.2 Pro to get access to 3.0 beta to start with my project and later then upgrade to any other package?

Sorry for maybe asking the same questions over and over, but a 77 page Thread is not really helpful at all.

Cheers,
Heiko

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