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Topics - GregAnims

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46
Archives / Adjust Brightness by 50% > Adjust brightness TO 50%
« on: September 21, 2011, 11:47:16 am »
With things like twist, tweening, effects.. it adjusts it that amount per frame. Seems like most would like to be able to quickly drag an effect on, which is just:

if "mouse is over button"
apple effect (once) > adjust brighness TO "30".

I cant be the only person who assumed this is how it worked at first, and wondered why my object turned white?

47
Archives / Modifying the workspace
« on: September 12, 2011, 12:47:25 pm »
I'm finding the stencyl work-space really counter intuitive.

- there are lots of folders/categories that i never use or have 1/2 items in them
- wasted screen space everywhere
- lots of menus/tabs to flick between to do/find simple things
- non-visual items like behaviors and sounds have large picture icons
- no unified color scheme means harsh on the eyes
- design mode blocks are bigger than they need to be, meaning a simple behavior can start looking complicated and hard to navigate

I wish everything was more focused; it would speed my work process up SO much! Seems like everything was designed to look simple to a newcomer by being big/spread out, but it actually makes things a lot harder to work with.

48
Ask a Question / run and jump kit - On Ground behaviour?
« on: September 05, 2011, 03:10:40 pm »
I am using parts of the run and jump kit in my game, and i wanted several clone-monkeys standing on each others heads. They all follow the same controls. I noticed that if i jumped them, as long as they were touching i could keep jumping in mid air to create wizard-of-oz flying monkeys! (not my intention) So i fished around in the on ground behavior which i suspected was the issue (it thought the monkeys were "on ground" as they were touching each other, but i only wanted them to be "on ground" if the BOTTOM of the monkey was touching something), and after pulling out the part in my picture attachment it worked fine. I don't fully understand what this part does, can someone explain it to me please? Thanks.

49
Archives / raycasting codeblock
« on: August 18, 2011, 03:31:34 pm »
Seems like an important tool, especially for npc AI.

Would be awesome to have it in a design-mode code-block somehow.

50
Game Ideas / Two Demos
« on: July 05, 2011, 06:30:07 am »
Hey,

I'm pretty new to the stencyl community, but its awesome so far, i hope to be a valid part of it.

Here's two things i played with (i figure its worth sharing, as what ive seen from other people has inspired me a lot):

http://greg-anims.com/?p=411

1. Make clones. Potential for a puzzle game? It just copies the actor, adds tint and some force
2. Playing with images, they are just collision-less actors, with terrain drawn over the top. Also, by holding DOWN, you can bounce the character.

51
Archives / Codeblocks for Joints
« on: June 29, 2011, 04:37:54 am »
Would be really awesome if there were some code-blocks in design mode, which relate to joints- creating/editing/removing.

52
Ask a Question / Camera Shake
« on: June 25, 2011, 01:44:02 pm »
When i apply the camera shake, it shakes the image visible to the camera and so black boarders appear around the edges. I tried increasing off-screen bounds but this didn't fix it.

Any ideas?

53
Ask a Question / MicroTransactions
« on: June 25, 2011, 09:20:57 am »
Hey,

I was wondering if anyone had any experience with integrating microTransactions into a stencyl game, MochiCoins in particular. Do they use vector graphics in their API, or images? I was just wondering if it was possible, thanks.

54
Archives / Mass fps edit + mass collission edit
« on: June 09, 2011, 12:08:57 pm »
Would save me a lot of time if i could mass edit the millisecond hold on sprite frames, instead of doing it on each frame individually.

Also, if i could mass edit collision boxes, instead of going into each animation and copying the values for the collision box (even though they're all the same) it would help a lot.

Thanks

55
Resolved Questions / Using tiles to mask images? [decals]
« on: June 05, 2011, 12:34:02 pm »
Hey,

When my dude dies, i want to spawn some blood splatter images (actors?) and have the level tiles mask them, so they don't show where empty background is, only on the collidable level tiles.

Any ideas? Thanks!


[extended- if i wanted the decals to appear on physics objects and non static actors, what would be a good way to do this.. just keep the same position and rotation each frame whilst being masked by the actor? would it lag a lot?]

56
Archives / custom animation loops
« on: June 05, 2011, 09:39:23 am »
Would love to be able to choose a frame, and when the animation reaches its last frame, it loops back to the frame i chose... something i use in my flash sprites a lot, examples:

the start of the animation is a build up to the running, a slow step and a lean, then the rest of the frames are the run.. when the animation reaches its end, it gotoAndPlay(6), so its loops the run part.

or... the beginning of a jump is a spring leap into the air, then after a few frames the character begins to spin his arms/legs.. and it loops this last part.

Its simplifies the animation handling, and brings life to sprites. Apologies if this is already doable somewhere and ive missed it!


P.S- some more level editor shortcuts would be cool too.. like WASD to swap through the tiles on the right for quick placement, and holding CTRL+dragging, to duplicate a selection..

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