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Messages - Nomosoft

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News / Re: StencylWorks 1.3.x - Includes iStencyl - (Updated Dec. 10)
« on: December 11, 2011, 11:45:51 pm »
You have to drag it back in the relevant list.  If you export an actor, you have to drag it back to the place in the screenshot (pretty much the same place you export it).  It'll be easier in future versions.

Thank you for the reply. I understand where it is supposed to go. Was this part of 1.3.0 or the 1.3.1 update? My version is reporting that it is 1.3.1 and up-to-date, but after a reinstall, I have reason to suspect it is reporting the wrong version. I think this was part of 1.3.0, anyway, right? I can't figure out what's going on. Behaviors CAN be imported after being exported, correct?

News / Re: StencylWorks 1.3 - Includes iStencyl - (Released Dec 9th)
« on: December 11, 2011, 04:12:21 pm »
Seems like the only resource that can be exported are the images. Even though there is an export button for Actor behaviors, all the export button does is export the image used for the behavior.

The entire resource data is actually exported inside of the image (as metadata).  Drag the image into stencylworks at the correct editor to import it. 

If you export a snippet, drag the image back to the snippet list page(s).
If you export an actor, drag the image back to the actor list page.
And so on.

This isn't working for me, what am I missing? I export the .png file, but I can't drag it back into Stencylworks. I've tried dragging the behavior into every dialog box / screen I can find, but Stencylworks never allows me to drop it.

Edit: I am trying to export/import behaviors.

The upcoming event system is huge improvement and addition to behaviors.

Thank goodness, I have tons of projects I'd like to work on in Stencyl, but Ace Escape really showed some performance issues. I'm definitely looking forward to events.

Ask a Question / Re: Ballistics maths / targeting
« on: December 09, 2011, 03:03:35 am »
I'm pretty sure I need to at least account for gravity. I would like to include wind or a constant damping effect. Also, I might want to aim over existing terrain, so I might need t calculate a curve that has height Y at position X.

If we assume a turn-based game, the calculation would only need to be done once per turn, so I am not sure slowdown will be a huge issue, but I'd have to prototype it to be sure.

What sort of approximations did you have in mind if I want to avoid the real math?

Ask a Question / Ballistics maths / targeting
« on: December 09, 2011, 02:25:02 am »
I want to plot a projectile's path from A to B. This is to be used for AI actors to aim and fire at targets. The thing is, I don't understand the units used in gravity or linear damping. Obviously, I need to take both of these into account but are they pixels per frame/second/update, or some other measurement, entirely? Also, Flash seems to choke on any semi-serious math repeated in behaviors. Finally, there will (normally) be multiple viable paths for the projectile to take, so is it best to start with a launch velocity and calculate the curve from that?

If anyone can provide a working example of this type of targeting, I would really appreciate it.

Ask a Question / Re: How draw animated flames?
« on: December 03, 2011, 02:41:29 pm »
Photoshop is TERRIBLE for animation, in my opinion. Since you asked, though, here's how you do it:

Under "Windows" on the toolbar, select "Animation." Now, you can add, remove, and duplicate frames from the animation strip. Select a frame. Now, manipulate your image and layers to get the picture you want for that frame.

Each frame remembers the state of the layers palette. For your purpose, I would put each image for my animation on a separate layer. Then, for each frame of animation, hide all the layers except the layer containing the image you want to use for that frame.

Ask a Question / Re: Big performance hit for seemingly simple operation(s)
« on: December 03, 2011, 11:58:10 am »
Rotation is a very expensive operations for a few reasons. You're probably on the right track with limiting the number of calls.

Does this have something to do with the physics engine, translating collision boundaries or something? I'm curious why rotation is expensive in Flash. I've never even given it a second thought in any other language.

Could the rotation be an animation instead?

Sure, and I think that might be what I end up doing. I know I can get around the problem, but I hate to just dodge problems without understanding them.

Ask a Question / Big performance hit for seemingly simple operation(s)
« on: December 02, 2011, 01:41:22 pm »
I have an actor with a single behavior. That behavior consists of a single command, which rotates the actor X degrees per call. Using either "point toward" or "turn by x," I see a drop of 12-20 fps with fifteen or sixteen of these actors on screen. Disabling the behavior or deactivating the rotation command (which is the only command in the behavior) is the difference between 26ish fps and 42+ fps. The time seems to mostly be lost to "update."

Right now, I am working around this problem by putting the rotation on a timer, but I still feel this is a lot of hit for a single command. Am I missing some trick, here? The actor in question needs to detect collisions, but other than that and the rotation, no physics need be applied.

Ask a Question / Re: health poblems
« on: November 19, 2011, 08:42:54 pm »
I don't know which specific behaviors you are using, but a simple solution is to put a bounds check in one of the actor's behaviors.

If (health > maxHealth) {
  health = maxHealth

Windows / Mac / Flash / HTML5 / Re: Ace Escape
« on: November 18, 2011, 01:43:20 am »
OK I'll change up those things, but as for the hollow bricks, I think that it looks good. To add variety, I could change the color of the background. I could even make a sky background or something... Just tell me what you want and I'll get it done.

EDIT: Updated. The star in the circle was replaced with a spade. BTW, do you like what was done, besides the things you wanted changed?

I like the change to stars and/or a spade for the player. I think the player sprite you made fits your theme better than my player sprite fit my own. I was never really happy with my ugly red ball.

I prefer my own arrows to the ones you have in your demo.

I think the bottom interface looks better in your version. The font I used in mine was skinny and plain. Your version makes better use of the space.

As for colors, I think the empty white blocks might be a little repetitive after a few levels. That could be helped by something as simple as changing the outline color each level. Can I tint tiles at drawing time? I can't remember off the top of my head, but if I can, you could just supply the white tiles and I could tint them differently per level.

Backgrounds, I am a little stumped on. If you feel like making a couple of skies or city backdrops, I'm all for it. The grid should be visible against whatever backgrounds we use, otherwise, I don't have any solid suggestions.

Of course a good theme can help, but it's a tough task to tie a theme with gameplay in a puzzle game.

What I think it needs is programmer art. You used that term to mean that you can't sprite, but programmer art can make a game look good. By that I mean all sorts of programmed effects:

Particles, trails, arrow sprites that goes bigger while fading out, rotations, color blink, etc.

Ah, yes, Geometry Wars is beautiful, but I'm not sure how to work that style into a puzzle game, especially given the performance limitations I seem to run into with Flash. I can add more pre-rendered particle effects, but there are only so many places to use them in a non-action game like Ace Escape.

Windows / Mac / Flash / HTML5 / Re: Ace Escape
« on: November 17, 2011, 05:36:35 pm »
The stars can rotate, no problem. I think the player's shell should be a little thinner, so the star inside can be a bit bigger. Also, do you think both the player and the pickups should be stars?

Do you think hollow bricks are the way to go? I don't have any interesting graphics to use as level backgrounds, so that might get a little boring after a few stages.

Windows / Mac / Flash / HTML5 / Re: Ace Escape
« on: November 15, 2011, 10:55:46 pm »
I think it needs some kind of theme. The theme doesn't necessarily have to be super-detailed, but some sort of coherent idea or direction behind the game would be nice. I really need something to catch the eyes of the sponsors.

Windows / Mac / Flash / HTML5 / Re: Ace Escape
« on: November 15, 2011, 06:00:01 am »
That is a pretty cool look. Perhaps the theme could be "Las Vegas." Considering I live about a two-minute walk from the Palms casino and can see massive amounts of neon from my balcony, that actually seems kind of appropriate. Keep in mind that the tile size is 24x24; can a reasonable glow effect be achieved in that space while keeping the tiles readable for the player?

Windows / Mac / Flash / HTML5 / Re: Ace Escape
« on: November 14, 2011, 07:24:21 pm »
Thanks for all the comments. I think the game has decent potential, but it obviously needs polish. I have several more special arrows and obstacles in mind for future expansion or a sequel. I developed some very useful behaviors (true one-way obstacles, for instance, that activate when you touch them), too, that I'll get up on the Forge, eventually.

Ethan, I'm interested in collaborating with someone who can de-ugly the game for me. The graphics requirements are actually very light, just the various tiles and arrows, the player, and maybe a couple of screens. If you have something in mind, let me know. I'm sure the game would be more marketable with some sort of theme, rather than "generic ball and brick walls."

Windows / Mac / Flash / HTML5 / Ace Escape
« on: November 13, 2011, 04:24:05 pm »
This is my first Stencyl project. All you have to do is roll your cute little red ball from its starting point to the exit. Sounds simple, right? Well, give it a shot!
(Things start to get pretty devilish around level ten or so.)

The graphics are my horrible programmer graphics. If anyone is interested in partnering up to make the game less ugly and possibly score a sponsorship at FlashGameLicense, I'm open to discussing it.

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