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Messages - Nomosoft

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This is inaccurate. Studio is $99 to publish to desktop, and $200 per additional platform, unless that has changed in the past month.

It's possible that I got that wrong. As with many still-to-come products, the information isn't always clear or consistent. I am fairly certain the fee is a purchase price, as with their other products.

I'd love to say more about this, but it would be totally inappropriate in a public forum - you're free to e-mail me, and I can talk about it further.

Thank you, but that's not necessary. You obviously do not have to justify your decisions to me. I did not expect my post to change anything, I just wanted to state my position and explain why my next dev tool purchase would probably be one of Stencyl's competitors. I don't think I am alone in my reasoning, but it does look like I am in the minority.

Ask a Question / Re: One Way Platform and Collision
« on: April 16, 2012, 11:02:09 pm »
I have a true one-way behavior, which you can see on the one-way arrows in Ace Escape:

Rather than track all the information about player position and changing all the platforms at once, it's all contained in the behavior. I encourage you to try and code your own, but if you get too stuck, post here and I will post my one-way behavior to the Forge.

Guys if you think $200 is steep, then I would suggest you take a gander around the net and find a cheaper yet equal alternative. If you find it, great, but I have yet to see anything.

Torque is more expensive.
GameSalad is more expensive.
Unity is WAY more expensive.
Corona is more expensive.

I have taken a gander around  used most, if not all, of Stencyl's realistic competitors.

ITorque is $149, that is not more expensive than iOS Pro. That is, in fact, the exact same price, except you only pay it once. So, I only shell out the not-more-expensive price of $149 once, not once per year.

Gamesalad is more expensive, at $299/year. However, that allows Mac and iOS publishing, as well as Android publishing.

You said "equal" then listed Unity. Let's be realistic, Unity is not only in another league, it is in another universe. Also, a couple weeks back, Unity was giving away Unity Mobile licenses for free, and many of us took advantage of that.

Corona is also more expensive, but not by much if you're buying only for one platform, such as iOS. Also, Corona is another product with many proven big(ish)-name titles to its credit. Again, I think Corona is a bit beyond Stencyl, at this point.

Monkey, as I mentioned, is not more expensive. It is lacking the scene designer, but the Blitz community is amazing and it won't be long (if it hasn't happened, already) before someone integrates some of the more popular map editors with Monkey. Yes, Monkey requires coding, but I think it still clearly deserves to be considered a competitor for this part of the indie market. Monkey, also, is a one-time expense rather than a subscription.

GameMaker is only $40 - again, a one-time price - for Mac or Windows. GameMaker Studio, which is currently under development, is tentatively priced at $99 and will publish to Windows, Mac, iOS, Android, and HTML5.

Don't forget, that this is a nice al-la-carte set up which almost no one else does.

Unity, GameMaker, and Torque all come a-la-carte. Monkey includes it all for a lower price, which is at least as good as coming a-la-carte.

Think of it this way guys, Jon needs money so that he can keep Stencyl going. $150-200 is a small price to pay for such a great tool.

I am not knocking Stencyl or the developers. I think Stencyl is a good tool with potential to become very good, or even great. However, I think for the money they are talking, there are better alternatives. You say $200 is not too steep, and I say I agree. If I were getting iOS, Android, Flash, HTML5 and binaries for $200, I would have already laid down my money. Hell, if I were getting any three of those for $200, I would have already laid down my money. If it were $149 plus $xx/year for additional support, or if I paid $99, now, and had to pay for major-version upgrades, I'd also be OK with that. I just think the current pricing model is off. Obviously, in the end, it isn't going to be up to me, but I don't think it hurts for the devs to hear what I have to say on the subject.

Do you have "make Self always active" on your Actors? Otherwise, when they leave the screen, they stop processing behaviors.

I like Stencyl, but at $199/year for just Flash and IOS, I am concerned what it's going to cost once I start adding platforms. I like the scene designer and being able to drag-and-drop blocks, but if I'm looking at hundreds and hundreds of dollars per year just to export to more than Flash and IOS, the scene designer starts to lose some of its luster. Monkey, for instance, publishes to Windows and Mac native binaries, Flash, IOS, HTML5, Android, and XNA for a one-time $120 purchase fee with lifetime updates. Monkey already has apps on XBox Live, and titles like Zombie Trailer Park and New Star Soccer to its credit. Also, I've been using Blitz Research languages for nearly a decade, so I know they are in it for the long haul.

I have one completed game with Stencyl, and another in the works, and I'd like to keep working with this tool, but it's starting to sound expensive next to the other options. I know you have a lot of fans who will disagree with me, but I doubt I'm the only person thinking this.

Ask a Question / Re: help!
« on: April 16, 2012, 11:23:48 am »
You could also short-circuit the counting, like this:

For (each Actor of Type "Duck") {
Fade blah blah blah

There's no point in continuing the loop or behavior if a single Duck (or whatever) is found. If there are no Actors of the specified type, the Fade code will execute.

Ask a Question / Re: How to program a machin gun ?
« on: April 16, 2012, 11:20:58 am »
I use a "Gun" behavior that loads any kind of "Ammo" (Actors with my Ammo behavior) I want. Each piece of Ammo has a "fire delay" attribute that the gun reads and checks against the current game milliseconds to see whether the Gun should fire. The Gun can also hold an unlimited number of different types of Ammo, each with its own delay setting. If you don't get a satisfactory answer, post again and I will upload my Gun and Ammo to the Forge.

Ask a Question / Re: Enable/Disable behavior
« on: April 16, 2012, 12:48:10 am »
I just ran into this issue, and I have an idea where the problem is. If Behavior B disables Behavior A before Behavior A runs its "When created" code, the "When Creating" code does not run when the behavior is re-enabled, and the behavior seems to disappear into the ether. Exactly why, I don't know, but that seems to be the case. I doubt the problem is actually that the "When Creating" code isn't running, more likely it's something _related_ to the "Created" behavior buried in the Stencyl libraries.

Unless I am mistaken, all "Created" behaviors in any given frame run before any "Update" behaviors. I've tested this experimentally and, in fact, I use it to my advantage in many of my behaviors. So, if you disable Behavior A in the first Update loop of Behavior B rather than in the "When Creating" event of Behavior B, you should be good to go, as you can be sure that Behavior A's "When Creating" code (or whatever necessary related code in Stencyl) has run. You can also go the "Do after x seconds" route, but that has always seemed very hacky and imprecise to me.

Edit: Just modified my "Behavior Toggle" behavior to use my solution, and it worked like a charm. Not ideal, but better than setting timers, in my opinion.

Edit 2: Except, it only seems to work when re-enabled from the same behavior that disabled it. Hmm.

Edit the third: OK, anything disabled then enabled BEFORE the scene has finished transitioning is broken. If I force everything to wait until AFTER the scene transition is through, it's fine. I threw some debug prints in, and every one that says "Enabling" _before_ the game reports "FINISHED entering" is lost, everything that comes after "FINISHED entering" enables and works just fine. So, I am slapping a "not (scene is transitioning)" into all the relevant behaviors.

Ask a Question / Are recycled actors supposed to be alive?
« on: April 13, 2012, 03:57:10 pm »
I've seen this brought up, before, but I am not sure if it was considered a bug or not. When I recycle an actor, "if [recycled actor] is alive" keeps reporting true, while reporting bizarre values for its x and y locations. This seems like a bug to me, but since it's still around in 2.0, maybe it's intentional, so I figured I'd ask here before reporting it as a bug.

Check the screen shot at the bottom of my post. Your block should look something like that. I have a feeling you are filling in text where you should be using more blocks.

Edit: Or not, given your last reply. Post a screenshot of your modified action.
Edit 2: Those should not both say "self," I just slapped the block together as an example.

Ask a Question / Re: Buying items with game points (Question!!)
« on: April 13, 2012, 10:09:58 am »
One way would be to make a behavior for each skill, attach them to your player character and disable them. Then, when the player buys or unlocks that skill, just enable it using the "enable behavior" block.

Another way is to have a simple "if" check around all the skills. So, "if (double_jump == true) { double jump code, here; }"

As for the store, itself, you can just use a bunch of Actors as buttons. When the player clicks on a button, that button has a behavior that deducts points from the player's score and enables the skill he just bought.

My spawner is spawning the same actor, so applying this code to the actor won't work.

I don't understand what you mean by this, since a new instance of the Actor should have all the behaviors reset to their initial state, unless you are actually creating a 1:1 copy of a particular Actor instance.

Anyway, I can think of several ways to do it. If you want to go the scene behavior route, do something like this.

Create a scene behavior with an Actor variable called "Currently Selected."
When a gem is clicked (this is in your gem behavior):

if ((Get _CurrentlySelected from "Your Scene Behavior") has value) {
  Set _Selected to False in Behavior "Your gem behavior" for Actor _CurrentlySelected
Set value for _CurrentlySelected in scene behavior "Your Scene Behavior" to Self


if ((Get _CurrentlySelected from "Your Scene Behavior") has value) {
  trigger event Deselect for _CurrentlySelected
Trigger event Selected for Self

You don't have any code to deselect the gem. You need to have something like

If (up was pressed) {
  slide gem;
  _Selected = 0;

Edit: You also might need to deselect the gem when another is selected, so that if the player clicks a gem, then changes his mind and clicks a different gem, the first gem is deselected. I'm not sure what your gameplay model is, so I don't know for sure if this is necessary.

Ask a Question / Re: Locking on enemy...
« on: April 06, 2012, 07:38:37 pm »
Just check "not <mouse is over [Self]>".
I want it to lock on enemy still even if the mouse is not on the enemy anymore, but after I put my mouse over another enemy then the first enemy is not locked on anymore...

You can leave the "lock" on by assigning it to a variable such as "currentTarget" while still using <not> mouse over actor to tell that actor not to draw its health bar.

Ask a Question / Re: HaloWars style building creation
« on: April 06, 2012, 07:37:02 pm »
When you click the spot, have several actors pop up. One actor is the button for a barracks, one actor is the button for a power plant, etc.

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