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Messages - Epic428

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916
Paid Work / Re: Fireworks.
« on: March 18, 2011, 11:09:50 am »
I imagine that would actually work. And as far as I remember, Flixel requires you to Embed the resources you plan to use.

Edit: In fact, If you were to edit this behavior in code mode for fun, you could open it in Flash Develop and use their built in Embed tool to make sure that it was done correctly.

917
Shared Resources / Re: Ledge Hanging
« on: March 17, 2011, 01:49:24 pm »
You should make it so the player cannot grab the ledge while the down key is pressed. otherwise he quickly grabs and the lets go.

Also, I noticed when falling down the chamber in the beginning, if you hold the arrow key in the direction of the opposite side of the ledge your hanging on, and then press the jump key, the play moves so fast he hits the wall and shoots upward.

Ex. Player is hanging on ledge on the left side. I press and hold right arrow key then press jump. player will fly to the right, hit the wall, then shoot upward.

918
Paid Work / Re: Fireworks.
« on: March 17, 2011, 10:28:20 am »
Yes, it's got a simple one, but it produces FlxSprites which won't have an Actor's access to physics. That's both a good thing (for performance) and a bad thing (for consistent behavior). FlxSprites can be single pixels or actual sprites, so that's helpful for a fireworks-type explosion.
I had a mind to try and implement one using code blocks, I'll give it a shot now. BBIAB.

yeah, I was under the assumption that the particles would have lost the physics aspect. I suppose that if the physics aren't necessary then this would be the ideal method.

919
Game Ideas / Re: Volusion Slideshow Issue
« on: March 16, 2011, 11:14:35 pm »
wow never mind, I am an idiot. I just realized that I was editing the static Header.html file, when I was supposed to edit a completely different file, and now it works.

920
Game Ideas / Re: Volusion Slideshow Issue
« on: March 16, 2011, 10:47:19 pm »
hrmm, I wonder if they do have some sort of "privilege" feature, only because I know for a fact that I am editing the correct Header file, since I've made other visible changes to it before, yet when I Inspect the page with firebug, the scripts I added the <head> of the document don't show up.

Oh well, I guess I'll have to find another workaround, or scrap the idea, because again, $1000 is insane.

921
Game Ideas / Volusion Slideshow Issue
« on: March 16, 2011, 10:27:43 pm »
Anyone here ever use Volusion, or work with Volusion before? They are an e-commerce solution that I chose to go with for the business I'm setting up.

Anyway, They charge almost $1000 to put a slideshow on your website, which to me is ridiculous. I have access to the template files, so I added in http://www.dynamicdrive.com/dynamicindex14/fadeinslideshow.htm, which basically consisted of a .js file and two mini scripts that get placed in the <head> section of the website.

It requires an empty <div> container for it to work, and based on everything I've looked at and tried, It doesn't seem to wanna work appropriately.

Most of the website is built dynamically, and I unfortunately cannot locate the file that actually has that specific <div> container in it. so basically I'm trying to use the dynamically generated container.

Anyway, I can't figure out if there is any type of "privilege" that they would have in order to do this, or if it is because I didn't implement it properly.

I figure there are some coders, and more importantly web developers here that may be able to help figure this out since $1000 for some simple javascript is a bit ridiculous. Especially, considering the website that I located the particular script on, was the same website that they obtained an older version of the script from, since I noticed it located in the "js" folder of the free template I'm using, that they created.

922
Dialog Extension / Re: Dialog Database Index Thing
« on: March 16, 2011, 03:27:38 pm »
Just to take my idea one step further, and if it becomes possible to use XML, a really good extension to SW would be to have a dialog editor.
 
Basically, the dialog editor would allow the developer to create dialog groups (which in your case would be the #0200), in these dialog groups the player would have the ability to customize every aspect of the dialog such as, start and stop points, speed of text, color, font, dialog type(i.e actor or scene), etc.

Then each actor will have it's own editor that allows the developer to determine which dialog groups play, and under what conditions they should play. This would keep from having to write duplicate groups for multiple actors.

Then when the game gets compiled, the Dialog editor outputs the XML document that the dialog behavior reads off of. This behavior, for the most part, should not need to be changed by the developer, as it basically display's the dialog, and runs any additional functions, based off the information it obtains from the XML document.

Further extensions beyond this would entail the ability to expand into an RPG world, where certain quests/dialog's would give items to, or take items from the player.

Scene dialog types would display pertinent info such as, "Item xxxxx added to inventory." or  "Quest xxxx added." Actor dialog types would display interactive dialog, and then you could expand into cutscene/cinematic dialog types as well.

Basically the point of the editor would be to attempt to simplify the ability to add dialog to games, yet provide as much customization as possible.

I think this could also help build on the idea of Stencyl, because it could make it easier for some one who doesn't know much programming, or even XML, by writing out the necessary document for the game to read from, while allowing developers to to create from within a simple to use GUI.

Anyway, I'm sure my idea could use some improvements or modifications, but I think it could be a great ground to start with for anyone who might be looking to make a big extension.

923
Dialog Extension / Re: Dialog Database Index Thing
« on: March 16, 2011, 02:35:31 pm »
When I see your script I think of XML, Couldn't it be possible to type all of your dialog into an XML document, and then write up a behavior that accesses the document, and performs certain functions using your commands?

Though, I'm not sure that it is currently possible to include an XML document in SW, the way we would want to, at this time.

924
Paid Work / Re: Fireworks.
« on: March 15, 2011, 11:58:06 pm »
Out of curiosity, I know Flixel has a particle generator, but I have not seen any blocks for this, I assume this is something we'd have to do using code mode, correct?

I was just thinking the particle generator would work best in this case, and if I'm not mistaken it shouldn't hurt the frame rate too bad, right?

925
Archives / Re: [DM] Block to detect collision at a certain point
« on: March 14, 2011, 05:16:15 pm »
Basically the block that you want created would do this exact same thing, no?
No. The coordinates returned upon a collision are contact points - where shapes collide with each other.

What Chris wants is to detect shapes at an arbitrary point. There's a call available in Code Mode that does just that using Ray Casting. It can be simulated by using a very tiny sensor shape to detect collisions.

Yeah, after posting I started to question, and read his post again, I realize now that this was what he was looking for, in which case you are right, my solution would not have worked.

926
Chit-Chat / Re: Random Chat Thread
« on: March 14, 2011, 03:41:18 pm »
Pretty cool, looks like Noni on steroids :)
With jeans and a blaster gun. c:

Hahahah! That is hysterical!

927
Archives / Re: [DM] Block to detect collision at a certain point
« on: March 14, 2011, 03:37:03 pm »
Just out of curiosity, why couldn't you put in the "When this collides" wrapper a statement saying "If [x of collison] = value and [y of collision] = value then..."

There are blocks that will output the x and y of the collision.

Basically the block that you want created would do this exact same thing, no?

928
Chit-Chat / Re: What is your favorite food of all time?
« on: March 14, 2011, 03:25:49 pm »
Probably an overused answer, but I can't deny a good pizza.

Oh, yeah!

Especially a really good Buffalo Chicken pizza. Out of probably 50 different pizza places I've eaten at, only 1 every made the buffalo chicken pizza perfect, lol and their only two locations are in my town.

929
Chit-Chat / Re: What is your favorite food of all time?
« on: March 11, 2011, 08:22:09 pm »
Personally, I'll eat (almost) anything, so to really have to pick out a favorite well, that could take forever, which is just about as long as it takes for me to order a meal at a restaurant. So many choices, so little room to fit it all.

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