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Messages - twotimingpete

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Ask a Question / Designing an inventory system.. Where to begin?
« on: December 16, 2012, 03:52:48 pm »
I'm pretty good with some aspects of stencyl, but I find this particular idea pretty difficult. I'm trying to at least visualize how I'd go about it.

I don't really need any drag or drop; I don't plan to make a game that uses the mouse. But I do need some way of hooking things up. Some way of having a pool of items that can be displayed managed, even minimally.

any thoughts on how to help me visualize this and put me on the right path?

Resolved Questions / Re: the Pay for extension idea.
« on: December 15, 2012, 07:17:42 am »
I have had it in my mind that I may need some extensions at some point, and I don't know how to write them, so I figured i"d hire someone around here to ;)

Past Contests / Re: Ludum Dare #25 Get Together!
« on: December 14, 2012, 04:51:23 pm »
One of the rules of the contest is to post source code for the game at the end. How to go about this if it's a stencyl project?

Past Contests / Re: Ludum Dare #25 Get Together!
« on: December 14, 2012, 02:40:00 pm »
I'm considering it if it's one of the themes I like ;) It seems like a lot of work, but it may be a nice change in pace from the long term project I've had my head in for a while

Past Contests / Ludum dare starts in a few hours
« on: December 14, 2012, 02:33:40 pm »
Anyone gonna give it a wack? I *may* depending on the theme and if I feel crazy enough.

Ask a Question / Re: How do I make a Heat Effiect?
« on: December 14, 2012, 06:12:54 am »
You know the way hot air seem vibrate and blur vision, how might I achieve that effect in a game?

that'd involve some kind of pixel displacement effect, it may be possible in stencyl but it would require a lot of code.

News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: December 13, 2012, 06:16:28 pm »
I don't think it's saying too much to say that I became a subscriber in part to get into the 3.0 beta, and I don't regret it one bit. I'd encourage fence sitters to jump on over to our side.

and if that is saying too much, well, sorry, ban meh  8)

Completed / Re: Scaling
« on: December 13, 2012, 12:26:23 pm »
I noticed this a while ago and was outraged, after I realized setting it to scale dynamically made the other versions not end up in the export, though, I settled down.

I'm still pretty confused as to why it does this or what the point is, but I haven't developed for mobile yet.

Suggestion Archives / Re: iOS - 150MB Game Size w/ no sound
« on: December 13, 2012, 09:27:26 am »
compress your graphics:

I couldn't use the apple ones but the web one is amazing. This is pretty much a game changer for me. I never before realized it was possible to reach this level of reduction while maintaining useable edges around transparency. this is a big deal for me. thanks.

I'm also playing with the color quantizer program and it seems to be really good as well.

Chit-Chat / Re: How long should a game be?
« on: December 12, 2012, 08:34:51 pm »
I don't think browser/mobile games need to be very long, but if someone likes something enough to play for 10 minutes, he may be disappointed if there's not more. There's a lot to be said for leaving someone wanting more, but if they see everything in ten minutes they may just view it as a shortcoming. YMMV, but that's my view.

Ask a Question / Re: game slow down
« on: December 09, 2012, 06:14:50 pm »
it depends a lot on what those actors do, but even actors that do nothing will eventually impede performance if there are enough of them.

if you need to have lots of actors coming onto your screen as you travel a level, and find that it's lagging you to have so many waiting to be activated, you could attempt to get around this by reaching certain areas will trigger them to spawn in just off screen as you need them.

incidentally, 3.0 improves the performance of games with a lot of actors very well, and that's just around the corner.  8)

Resolved Questions / Re: Trouble Respawning Actors
« on: December 09, 2012, 06:10:48 pm »
managing this type of spawn is typically easier by way of the scene behavior, since the scene behavior never dies :D

as said, "custom event" is a handy tool you should get used to using. basically it's like sending a message from one actor/scene to another actor/scene, or sending a message from a behavior to itself to trigger a set of code at the desired moment.

I could make a custom event inside an actor behavior, and call it "red". and then inside that custom event, put "apply effect: tint using red". then from another behavior (or the same behavior), or another actor all together, or even from a scene behavior, I could "trigger event red" within that actor and it'll turn red.

or anything else you may want it to do. "messaging" like this is a very handy tool that you'll likely find yourself using a lot if if you want to do lots of stuff in your games! in my projects I tend to use custom events a *lot*.

Ask a Question / Re: How do I get one scene to connect to the next?
« on: December 09, 2012, 06:05:42 pm »
I'm working on a game where you can run to a specific area of the scene and doing so will switch to the next scene. this is what I did in the scene's behavior.

I assigned a region in the scene editor. But what also could be done is use an actor as the method of dection (ie, place an invisible actor at your place of choice, and when your character collides with it, activate the change scene code).

you'll note the use of a block that tells the game to spawn the actor in at the specific location in the NEXT scene, which can be used to transport your player from one scene to the next and keep it consistent.

"scene width" is the attribute you want... that'll be the right side. so if position of self is greater than scene width, kill self.

and then if position of self is less than 0 (zero being the left side of the screen) kill self.

Ask a Question / Which method of spawning lots of actors is more optimal?
« on: December 09, 2012, 03:09:49 am »
Say one wanted to shoot a bullet, and have the bullet leave behind it a trail of other actors (little FX particles) as it moved away from you.

As an example, which would be more optimal (if any difference at all)

spawning an actor every .01 sec
spawning 2 actors every .02 sec

with the way stencyl works, would one of these be more optimal to performance than the other?

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