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Messages - Epic428

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31
Old Bugs (1.x/2.x) / Finnicky Block Dragging With Multi-Layered Blocks
« on: September 04, 2012, 12:26:46 pm »
I'm messing around with some old projects I've been working on and noticed that block dragging can be quite a hassle when blocks are layered. It isn't necessarily a bug per se, but its not quite a suggestion either.

As blocks stretch due to the addition of filling fields with more blocks, the "Hit Boxes" for each field stretch as well. This means that a complex math equation can become a real pita when trying to click and move blocks around. The easiest way to work around it is to grab a part of the block where there is static text, i.e. the "x" in a multiplication block.

I've attached a screen shot which shows how the "Hit box" stretches. It's almost like it stretches to fit the size of the block layered immediately beneath itself. You can see this when you have say 3 or 4 layered blocks on one side and 2 layers on the other.

I tested this out in 2.0.1.

Need more info let me know, but if you replicate the image below and then try to drag the radians block by clicking it above the radians drop down, you'll see exactly what I'm talking about. The drop down gets selected vs the block being dragged.

32
Ask a Question / Re: Events VS Behaviours- slow down?
« on: May 16, 2012, 11:13:55 pm »
Basically, whether in a behavior, actor, or scene, everything is an event of some sort. You either do something when a behavior, an actor, or a scene is created, updated, draws, collides, or some other custom "event" happens.

The short answer is no, they shouldn't.

33
Archives / Re: Print blocks
« on: May 13, 2012, 01:23:25 pm »
We are looking into allowing two versions of a game, debug and release. This will make things easier, as I know I personally like to use a lot of print statements and it is monotonous deleting all of them. It will also allow for a more improved console design, that can be removed in a release version.

With the advent of Stencyl 3.0 and the unified engine, this will be a much more viable option to go with. ;)

34
Archives / Re: Improved list management in Designer
« on: May 12, 2012, 12:04:36 pm »
It would import only the cells which have data, then you can have 2d arrays with varying indexes such as:


[1,1]
[2,1][2,2]
[3,1][3,2][3,3]
[4,1][4,2][4,3][4,4]
[5,1][5,2][5,3][5,4][5,5]

Why import empty/unused cells? That would be totally unnecessary. But the nice thing is that being able to manage data outside of Stencyl in a spreadsheet would be amazing.

I mean suppose you have certain formulas and calculations you want to perform on specific data that would be added in via a list (whether single or multidimensional), you can do so within a spreadsheet editor.

Then if you need to tweak certain values, you can make a few simple changes in the spreadsheet editor, let the formulas update, and re-import the .xls into Stencyl with the updated values. So this makes not only the importation, creating, and management of lists easy to work with in stencyl, but it also makes it easier to create and manage them outside Stencyl with more powerful tools.

It's like Stencyl allows you to use a 3rd party image editing program by clicking a button, you can code with a 3rd party program, etc. Why not create lists this way also, at least for the more advanced needs, and offer a basic editor for the most general cases?

Edit: And sunflower, unless Vectors were being used in Stencyl rather than Arrays, you wouldn't have to worry about fixed sizes. Arrays will grow and contract based off whats added and removed, which is exactly how lists work. But vectors allow you to specify an absolute size and data type to work with, so if you intend to have the list as a point of reference and it is not something that dynamically changes, then Vectors could still be supported under this method. It would just mean that whatever data is imported via .xls is exactly how big the Vectors will be, considering the classes are generated at compile-time.

35
Windows / Mac / Flash / HTML5 / Re: A Second Leap of Faith!
« on: May 11, 2012, 09:25:39 pm »
Well I've resumed progress on this game. I've added an updated version whIch just makes use of events with some simplified code. I also have a majority of levels in place. I'd like to get this game behind me so I'm going to work on "angry birds"-like mouse controls. Then I can set the game up on iOS and flesh it out more. I think we are expecting to have the flash version totally finished within 2 weeks. I'd really like to work on a new game and start something fresh.

36
Archives / Re: Improved list management in Designer
« on: May 11, 2012, 09:02:04 pm »
One nice thing abt the spreadsheet editor I linked to, if it was stripped down super basic, then it would allow the user to use an outside editor.

If excel was used then you could just import the .xls rather than convert to text and import.

37
Archives / Re: Hold a Key and Release Click to delete?
« on: May 11, 2012, 10:45:39 am »
There's a shortcut that no longer shows in the right-click menu. But you can press   Ctrl(or Mac equiv)+k to delete any freestanding blocks that are unattached. 

It's like dragging all freestanding blocks to the trash can at the same time. Not exactly what ud wanted but I think it is close enough.

38
Archives / Re: (Custom Block Name) for [Actor]
« on: May 10, 2012, 10:42:52 pm »
But isn't that passing the actor in as a variable rather than calling the function attached to the specified actor?

Essentially, the suggestion is like having an event that accepts variables in the parameters.

39
Archives / Re: (Custom Block Name) for [Actor]
« on: May 10, 2012, 10:06:07 pm »
Ah ok I get it.

So instead of referencing a utility class (which is what global custom blocks are useful for) (ie - Math.random()) you'd like the non globals to reference the actor instance such as [bubble actor].shimmy().

That makes a lot of sense and would be a nice change to make.

Then you could have something like:

For each actor of type [bubble]
[bubble] Custom: Shimmy [n] pixels over [n] seconds


I guess the appenditure is debatable.    "[actor] Custom:" might be a nice way to indicate it.

40
I could see disabling physics work to make a custom pause option. Then you can kill everything at once (pending it retains the values) without interfering with animations, etc. But I can't think of anything else.

41
Archives / Re: Improved list management in Designer
« on: May 10, 2012, 08:50:01 pm »
Why not make lists operate like spread sheets? Then you have the option for a standard list or a 2D list. Most of the functions asked for are standard to a spreadsheet, and 2D lists are almost as common as standard ones.

Either way I support this thread.

Edit: if the spreadsheet editor works, I found this one which uses a gpl v3 license. Not sure how good it is though.

http://extentech.com/estore/product_detail.jsp?showdetails=true&product_id=315&product_group_id=228

42
Archives / Re: (Custom Block Name) for [Actor]
« on: May 10, 2012, 07:58:53 pm »
I might be misunderstanding this.  But can't you just add [actor] as a variable to the custom block and pass it in?

For example, suppose I had a damage control behavior attached to the scene. In one of my actors, say a bullet, I could have a behavior where in the "when colliding" section it would say "deal [n] damage to [actor].

In this case, [actor] would be added to the custom block just the same as [n] was. I'm not at my pc so I can't check, but is that not possible to do?

Anyway I have a feeling what you're asking for already exists and I guess without understanding what it is you're trying to do I wouldn't be able to determine if it does or doesn't.

Edit:   Isnt the difference between a global and non global custom block the fact that global is a static function?

43
Archives / Incorporate Speeds in Upload/Download dialog
« on: May 10, 2012, 02:19:44 pm »
I would be nice to be able to see how fast I am uploading resources and Games to the arcade/forge as well as how fast I am downloading.

Though this hasn't anything to do with Stencyl itself or game creation, I always like to make sure I am getting what I pay for in the way of bandwidth and that it is uploading or downloading as quickly as possible.

44
News / Re: Stencyl Game Jam at Newgrounds - $1,000 in prizes
« on: May 03, 2012, 11:12:39 pm »
Besides, Stencyl is an extremely powerful tool that it is capable of designing a large variety of games. I would also think that there will be enough honest people that it wouldn't be an issue, not to mention that if a game won and was made without the use of Stencyl, it would have to be made by someone who has already made many successful games.

45
News / Re: Stencyl Game Jam at Newgrounds - $1,000 in prizes
« on: May 02, 2012, 11:04:34 pm »
I would imagine it has something to do with badge that is added and the fact it could only be added via stencyl?
How is it being tracked that the game comes from Stencyl? If someone has the Pro version then all licensing is removed?

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