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Messages - Hectate

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46
Stencyl Jam 16: "Spooky" / Re: Stencyl Jam 2016 - October 7-16
« on: October 06, 2016, 05:19:24 am »
I would expect that the theme would be announced at the start of the jam, or at the very least not long before. Patience!

47
iPhone / iPad / Android / Re: Level With Me
« on: October 05, 2016, 04:17:40 pm »
Saw your tweet earlier. This looks like fun! I'll definitely be checking it out on Android once it's on the Play Store!

48
Ask a Question / Re: White Boxes Around Sprites
« on: October 04, 2016, 11:13:02 am »
You could also use some of the selection mask tools to select the white area (or select everything else first and then invert) and delete it. Keep in mind that if the image doesn't have an alpha channel then deleting it will just make it all a solid color (probably white). If that happens there's a menu option to add an alpha channel so deleting the selection will render that area transparent.
You'll probably want to use:
1. magic wand tool
2. lasso tool

GIMP tutorials and help documents should give you more instructions on how to use them if you're unfamiliar.

49
Chit-Chat / Re: Safety discussion thread
« on: October 03, 2016, 12:39:54 pm »
TM; are you a Markov chain chat bot?

50
Chit-Chat / Re: Safety discussion thread
« on: October 03, 2016, 11:29:47 am »
I am incapable of parsing this question.

What are/were you life threateningly allergic to?

51
Shared Resources / Re: Scene Transition requests
« on: October 02, 2016, 11:54:35 am »
No idea yet! :)

Incidentally, scaling is now implemented as well. If the image is too large or small it should properly scale up or down to fit the entire screen. This actually has some benefits in that we can now use down to a single-pixel width/height image for some of the simple wipes. Saves a little bit of memory I guess.

52
Shared Resources / Re: Scene Transition requests
« on: October 02, 2016, 10:37:55 am »
Ok, blurring is implemented and it does not appear to have a significant impact on performance at the levels I've tested.

Check it out here: http://www.stencyl.com/game/play/35316
Note that the blur level is fairly high here to accentuate the effect. Lower values would be more typical.

53
Shared Resources / Re: Scene Transition requests
« on: October 02, 2016, 06:43:34 am »
I was thinking about adding a couple of levels of partial transparency to test softening the edge, but that's not the only method available to accomplish it so we will see.

54
Chit-Chat / Re: Concerns about official Stencyl activity
« on: October 01, 2016, 07:48:20 pm »
Also, C/C++ is also, or much more, cross-platform that Haxe.
You may wish to research Haxe a bit more. C/C++ is widely use, true. It is not easily cross-platform, however. Special compilers, etc. are required for anything and codebases typically need significant work to be functional on other targets. Haxe is specifically designed to produce code that can be used in many places.

55
Shared Resources / Re: Scene Transition requests
« on: October 01, 2016, 11:28:24 am »
Here are the results of my work today. We now have a transition that uses an Image to filter out the old scene using a "threshold" value. In essence, as the transition progresses, more and more of the old scene is rendered transparent based on a mask image.
<a href="http://static.stencyl.com/games/29851-0.swf" target="_blank" class="new_win">http://static.stencyl.com/games/29851-0.swf</a>
Any arbitrary image can be used (although I still need to address handling up/down-scaling to fit), including those "Image" types that come from Stencyl itself. As a result, this plays well with the existing blocks in Stencyl. For example, the "image from path" block was used here (with a text attribute) to point to the 'extras' folder where I stored my mask files.

For the examples shown above, I created a few simple gradients in GIMP; you can see a thumbnail of those below.

As you can see, the darker the mask, the sooner it becomes transparent based on the threshold value that gets tweened over the course of the transition.

I'll note that this was inspired by RPGMaker transitions, and a search of the web will find some interesting versions of this; for example:

Presumably you could use those, although it would be up to you to determine the legality of any particular image you find (copyright concerns). Of course, I'll construct a bunch of useful ones to be included, and anyone can make their own easily enough as well!

As always, feedback is welcome!

56
Shared Resources / Re: Scene Transition requests
« on: October 01, 2016, 07:53:57 am »
FYI: doing some work on this while Streaming Live! Feel free to stop in!

https://www.twitch.tv/hectate
currently back offline

57
Shared Resources / Re: Scene Transition requests
« on: September 30, 2016, 07:07:37 am »
I'm guessing float/division differences is causing single-pixel gaps to occasionally appear between the rectangles. Maybe we can look at the values and see what happens when they fall onto odd or fractional numbers.

It could be what you mentioned as well Rob. Worth testing around with at least.

Rob; do you have a Zoom Level set on your browser other than 100%?

58
Shared Resources / Re: Scene Transition requests
« on: September 29, 2016, 03:25:42 pm »
Very strange, I don't see that on my monitors. Maybe SadiQ can elaborate later.

59
Shared Resources / Re: Scene Transition requests
« on: September 29, 2016, 02:05:07 pm »
I don't see it; is it possible to capture a screenshot?

60
Shared Resources / Re: Scene Transition requests
« on: September 29, 2016, 01:23:44 pm »
To be fair to SadiQ, he did practically all of the coding on these two; I just provided emotional support and occasional feedback. No need to be humble bro, excellent work!

We have more transitions in the pipeline, some simple and some fancy - hopefully everyone will find some of them useful. As SadiQ metioned, feedback and suggestions are appreciated.

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