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Messages - Justin

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2761
Resolved Questions / Re: Import Behaviours from Kits to Games?
« on: June 03, 2011, 09:57:05 pm »
For now, there's no direct way of moving a behavior from one project to another. Instead, you can upload the behavior to Forge (it's not visible to others unless set to "Public" after uploading), and then download into the other game.

2762
Old Bugs (1.x/2.x) / Re: My game can't open anymore.
« on: June 03, 2011, 09:45:06 pm »
From what we gathered in IRC the error first occurred after Kitet attempted to change the name of her game. It seems that she attempted to change the name of her game from "Hozs" to "HoZS", a difference only in capitalization.

All her scene data was lost, except for one scene. All image and sound resources were wiped clean, except for the game logo and behavior icons. All Design Mode behaviors were wiped clean as well. In the game.xml file, the game had the updated name of "HoZS", while the folder itself was still called "Hozs".

2763
Resolved Questions / Re: Reusing Actors
« on: June 03, 2011, 03:00:39 am »
Unfortunately, no. At this time, you have to upload your resources to StencylForge and then download again in the target game. However, the resource is not available to the rest of the community unless you explicitly set it as "Public".

2764
Game Ideas / Re: Tile based block pusher.
« on: June 02, 2011, 09:15:22 pm »
At the very least, I can revise the Tile Based Movement behavior to account for actors as well as tiles. I'll post when I've had a chance to work on that.

2765
Right click the block and choose "copy".

Right click empty space in the target behavior to bring up a menu for the paste command.

2766
Game Ideas / Re: Tile based block pusher.
« on: June 02, 2011, 06:49:41 pm »
I think I would keep the block pushing logic with the actor. Rather than having every block in the scene check if it meets the requirements, I'd have the actor check if it's trying to move into a space occupied by a block. If it is, check if the next space over is free, and push the block along.

2767
Old Bugs (1.x/2.x) / Re: Log files incomplete?
« on: June 01, 2011, 10:43:25 pm »
One user who I was assisting over IRC originally had the same issue. However, when he changed his workspace from the install directory to his home directory, the logs generated fine.

2768
Resolved Questions / Re: Walk Back And Forth Behavior Acting Funny
« on: June 01, 2011, 02:48:47 pm »
Ah, as for the randomly turning around, I'm assuming that's because they were occasionally colliding with the bricks overhead.

2769
Chit-Chat / Re: How did you find out about us?
« on: June 01, 2011, 12:19:09 pm »
Hm... almost 4 years ago, from a news post at The Shyguy Kingdom.

2770
Old Bugs (1.x/2.x) / Re: Cannot save or open
« on: June 01, 2011, 11:50:29 am »
Unfortunately I don't have a Mac, but for now, could you post your logs so that we could take a look?

From the file menu, Debug -> Generate Logs. Then you can attach them to your post from the location they were saved to.

2771
Ask a Question / Re: Do you use the nano Game Center?
« on: May 24, 2011, 11:36:40 pm »
I do occasionally use it, when I remember it's there. It can be rather useful, but unfortunately I often forget that it exists.

2772
Old Bugs (1.x/2.x) / Re: Drawing Colors not working?
« on: April 28, 2011, 10:06:59 pm »
Fixed. One method required a 4-byte uint for the color, so I applied a bitmask to "restore" the original color for that one method.

(This bug only happens when calling fillRect with a normal blendmode and 100% opacity.)

2773
Shared Resources / Re: KungFuFurby's Music Works
« on: April 28, 2011, 08:10:01 am »
Quote
...and some others which have since apparently fallen into obscurity (I have no idea if these will ever get back on their feet). The following appear to have done just that.
Project "Roasted Jelly" by Justin (AKA DQ-Like RPG)
I can assure you that I haven't forgotten about this, and definitely plan to continue development.

2774
I've committed the change. Thanks for your help, Alexin.

2775
Yeah, I get the technical aspect (maybe it doesn't seem like that from my last post.. I realize that I referred to each of the uint's digits as bits.. >_< ). I was just thinking, should the bitmask be applied immediately when the color is set, or for each drawing operation? If we never actually use the alpha component of the color, it would make sense to apply the bitmask right away.

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