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Messages - Hectate

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16
Yes, we were just talking about that in Discord also. I think the correct route will be to create an example game that a user can open and see a bunch of these in action and also look at the blocks in a behavior. I also want to make some example GIFs, and there's actually a nice video on the official Stencyl Facebook page of some of them.

17
Thanks a lot.

A bug: the Push transition behaves as the Crossfade in-out transition.
Right, so that's another feature not a bug. Alternative explanation; I created placeholder code for it and never actually wrote anything that did a "Push" instead. I'm not sure how I missed it because I thought I tested all of them but I guess not.
We'll correct it in a future release.

18
We're so over-confident in how explosive this thread will be that we are reserving this second comment for future use. Hurrah.

20
SadiQ and Hectate proudly present
Totally Awesome Transitions For Cool Developers Like You!

Update 4/11/20: Due to a change in the tween engine for Stencyl, version 2.0 has been released for current versions of Stencyl (4.0+). Only the "Threshold" transition remains as a result, although the code for the others are still there in case someone is interested in updating them. Cheers!
End update 4/11/20

Greetings fellow Stencyler and Cool Developer! I'm sure that you have thought to yourself "Golly, if only I could have some totally awesome transitions to make this scene switching more interesting. If only someone could release an extension that solved this problem for me!". Well fear no more, because SadiQ and Hectate have come to your rescue. We are pleased to announce the release of our fine extension that resolves this handily.

You may find yourself wondering just exactly how awesome these transitions are. Do not fret yourself over such trivial matters; we shall prove it to you! Examine below, how incredible and smooth the exciting transformation between scenes is made by the addition of these Totally Awesome Transitions For Cool Developers Like You!

Fancy images to come in the near future
Video on Stencyl's Facebook

"But Hectate," you say, "how much are these incredible feats of coding prowess that I find myself uncontrollably compelled to obtain going to cost me so that I might use them in my projects and try to fill the void in my soul left because I will never be as incredibly talented as you two fine coders?" Why nothing of course! They're absolutely and entirely free for each and every person! Yes, even you! SadiQ and I would not turn down a free beer, if we were to meet you in a pub someday - but it is not required (perhaps, we might buy you one). In the meanwhile, enjoy!

Of course, this post would not be complete without some instructional documentation for the hapless users we are unleashing this on! Read on below, fellow developer, and be educated thoroughly concerning all matters involving Totally Awesome Transitions For Cool Developers Like You!

Where it works: Flash is confirmed. All other platforms are untested at this date, and use-at-your-own-risk (sorry, they should be fine though, mostly?). Please let us know if you have any success/failure on other platforms so we can share the joy or sadness, or perhaps release new versions with greater compatibility in the future.
Questions not covered above or below: Please join us on the Stencyl Discord server if you want to ask questions, troubleshoot issues, or proclaim how magnanimous we are for releasing this to the public. You could also post in this thread, if that's more your flavor.

Blocks

Details
Change to [Scene] using [Transition]
This is the block that you use to actual trigger a scene change. Select a scene, or a Scene attribute block, as the scene you will change to. The blank space is meant to hold any of the blue Transition blocks as the transition for this scene change.

Make [Number] [Horizontal/Vertical] blinds over [Number] seconds
This transition divides the screen into horizontal or vertical strips, similar to window blinds. Results are strange with few blinds (e.g. less than 5 or so), and an even number is recommended - and in particular one that divides evenly into the screen resolution. The total duration of the transition is related to the number of seconds given, but the transition will actually take longer as you add more blinds. Because we are not currently altering this code, please assume this is a feature and not a bug, and experiment and tweak the value to arrive at the desired effect.

Slide [Old Scene Out/New Scene In] moving [Up/Down/Left/Right] over [Number] seconds
The new/old scene will slide in/out of the scene, thereby concealing or revealing the other. Nothing particularly special or fancy, and in fact Stencyl already has this I believe. Consider this more of a convenience. We had hoped to introduce alternate tweens (bounces, etc) at some point, but at this time it is strictly linear. We could, if there is interest, revisit this in a future release should one occur.


Push [Up/Down/Left/Right] over [Number] seconds
The new scene will push the old one out of the way (both will move) in the desired direction. Again, this has greater possibilities in the future.
Lies, they're all lies.

Crossfade in-out over [Number] seconds
This is the exact same code used in the Stencyl crossfade (because I took it from there to learn how the transitions work), so nothing special here either yet. Sorry, your transitions are in another castle/these are not the transitions you are looking for; move along.

Threshold masking using [Image] [Dark-to-light/Light-to-dark] over [Number] seconds : blur [Number] quality [Number]
This is an exciting, exceptionally-customizable transition that uses any arbitrary image to progressively mask out portions of the old scene and reveal the new scene underneath. Anyone familiar with RPGMaker transitions should be familiar with these. A number of images are available (see the Installation Notes), or you can create your own or generate one from an Image attribute in Stencyl! The Dark/Light dropdown allows you to reverse the "direction" of the threshold (inverting the image, essentially). The Blur and Quality numbers allow you to smooth the edge of the threshold, but with a performance penalty as numbers increase. Setting either to zero will disable the smoothing.
Note that images are automatically re-scaled when the transition begins so they fit the screen size fully. Thus you could use smaller images for your transitions to reduce the space requirements. Images larger than the screen would be pointless.

Use [Number] rows/columns, shrunk to [Number] and then [Flip/Shrink] over [Number] seconds, with [Color] background

This cuts the old scene into equally-sized "cards", based on the number used for the rows/columns. These are intended to shrink a bit (so you can see the gaps), which is equal to the second number shown. This number should be a float between 0 and 1, with a value around .8-.9 recommended as a starting point. These cards will then either Flip over to reveal the new scene or Shrink to nothing with new cards appearing using the new scene's image instead.

Threshold using Perlin noise at scale [Number] over [Number] seconds
This does the same thing as the Threshold using an image, except it handily produces Perlin noise (random blobs with smooth gradient between them) image for the transition. The scale should be a multiple of 2 and the higher it is the larger the "blobs" of noise. There is a small amount of blending hardcoded into this already.

Installation Notes
* Version 1.0 original release (Google Drive link)
* Version 2.0 for Stencyl 4.0+ (Google Drive link)
Please download the extension file transitions.zip. The zip file can be installed in the usual fashion (or by alternate method). The code contained in this extension is being released under CC BY 4.0 which pretty much means you can do whatever you want with it, almost. If you have questions or concerns about this, please PM me.

Also available is extras.zip containing some images for the Threshold transition. I made all of them myself and they are released into the public domain, or the best legal equivalent for the laws in your country. Please feel free to learn from them, modify them, or include them in your projects as you see fit. To use them (or any that you create yourself), simply include the image in your /extras folder for the game and then reference them with the "image from file" block. Most are 640x480 (as that is the default resolution for Stencyl projects). Notably, the simple wipes are single-pixel wide/tall and you will see that the re-scaling done at run-time permits them to cover the entire screen easily!

21
Shared Resources / Re: Scene Transition requests
« on: January 13, 2017, 11:09:27 am »
Since development stalled (we have many, and varied, interests that take us away from any particular project), SadiQ and I have decided to release the transitions that are ready. I have to do some final packaging into extension form, and write some documentation about them, but I hope to be able to release these sometime this weekend for everyone to use.

22
Ask a Question / Re: Only fire once when fire button held down?
« on: January 13, 2017, 11:02:48 am »
Simple method; don't use "is down" use "is pressed" or "is released". The first is true for as long as the button is held down. In fact, it can be true for several frames even if the user presses the button quickly (most button presses last several frames, considering that your game will be running about 30+ frames per second). The other two are only true for a single frame when it happens. You can think of them as "has just been pressed" or "has just been released". It's recording that a change in the state has just occurred. The other is recording the current state.

23
Chit-Chat / Re: Survive Custom - Divergent Conflicts (Devlog)
« on: December 15, 2016, 07:04:13 am »
FYI; yes the official moderation policy is that Journals are for Stencyl-made games as a way to share progress that is relevant to Stencyl users. Chit-chat holds everything else because, simply-put, it IS the off-topic area and talk about other games (both playing and developing) is normal there. I'll move the thread for you just to keep it fair to everyone else.

24
Chit-Chat / Re: Best IPTV box for Arabic channels
« on: December 14, 2016, 05:41:21 am »
There are better communities for the discussion of this topic; or you can take the conversation to private messages. This is on the verge of being characterized as spam.

25
Ask a Question / Re: Changing Username?
« on: December 05, 2016, 05:29:40 am »

26
Chit-Chat / Re: How to get rid of belly fat?
« on: November 23, 2016, 05:45:47 am »
Two things:
1. Despite all the fluff about diets, the core principle is that you want to eat fewer calories than you use. You can exercise to increase calorie use, and diet to reduce calorie intake, but you just need to have less.
2. You cannot target fat in a specific area (i.e. the belly) because the body distributes it everywhere but in different amounts. You have to lose fat overall to reduce fat in any area. It takes time.

27
Ask a Question / Re: How to make good turret AI?
« on: November 17, 2016, 05:54:00 am »
You could use the raycasting extension to test if there is an obstacle in the way of the turret > player line and disregard the player detection if so.

28
Ask a Question / Re: Can I pass a 'font' into a behavior?
« on: November 12, 2016, 11:04:32 am »
Looking at the code it seems that there's no good way to return a Font into that block (i.e. no "as Font" block). I would recommend using a small code block and inserting the code to return your custom font into it, and putting that into your "for this scene" block.

It would look something like the attached image. The "4" in there comes from my own font, and yours might be a different ID number. To find out what it is, look into the behavior that lets you set the actual font itself, and preview the code. Find the "getFont([your number here])" and use that number.

29
Chit-Chat / Re: ProcJam 2016 (Nov 5 - Nov 12 UTC)
« on: November 04, 2016, 07:02:44 am »
Just a reminder for everyone; this "begins" in about 10 hours.

Of course, as noted; times are flexible for submissions too.

30
Stencyl Jam 16: "Spooky" / Re: WORMBALL - Pinball meets Snake.
« on: November 02, 2016, 05:53:47 am »
RockPaperShotgun gave you a shout-out in their "Freeloaders" article.
https://www.rockpapershotgun.com/2016/11/01/best-free-games-of-the-week-36/#more-409631

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