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Messages - Fool

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Chit-Chat / Re: How powerful can Stencyl exe games get.
« on: September 16, 2017, 03:08:46 pm »
Looking forward to it!
I don't know how you managed all of that in 10 days.
Suppose its the difference between hobbyists and professionals.

If you don't mind my asking:
What is it like as far as your development experience goes?
How many 'functionality points' and/or bugs would you say you fix in a day?
Did you have experience before moving to stencyl?

> This is mobile ads, not flash.

In my defense, I'm an idiot. Wait..

Journals / Re: This Game is Trash(Stop-motion, Collectahon, Adventure Game)
« on: September 16, 2017, 03:01:51 pm »
Why am I reminded of that one isometric mario game?
Nostalgia is a bitch!

This is good in theory but the problem is that there is zero information on meeting FGL requirements on stencyls part.
I tried for example, integrating several preloaders, including newgrounds, as a test case, and couldn't get any of them to run with my stencyl project in flash, all gave me errors. I essentially had to abandon the FGL route. I asked for help and got what amounted to nothing for a response. If my experience is the norm for stencyl, then until there are tutorials or at minimum *any* information on getting a preloaders and banners to run without issue, people like me can't meet FGLs requirements, and won't likely use systems such as yours.

Chit-Chat / Re: How powerful can Stencyl exe games get.
« on: September 15, 2017, 06:56:51 pm »
Give it the art style of don't starve, and I'd drop $15 bucks on it. Like a better looking boxheads game.

Edit: Still looks cool as hell. If you don't mind some amateurs backseat design input, I'd try boosting their walk speed the further they are from the player, and in random bursts. Look at the Days Gone By gameplay preview. The feel they are going for is that hollywood 'run for your life, hold them off, but keep going!' feel, or terror by proximity. You want that, your game looks like it would match that sort of game feel perfectly.

What will kill it is once players figure out how to circle-strafe hordes, so you want to prevent that as much as possible.

Ask a Question / Re: Spawning actors off screen (with make always active)
« on: February 01, 2017, 04:04:50 pm »
I suspect that you're trying to place it above the upper side of the scene. You can spawn it outside the screen, but not outside the scene (as there's literally nothing there).

Try making the scene a bit taller than the screen, at least 26 pixels (as you're trying to put it at -25).

Thanks Morphman, I suspected the same thing, but I don't know how to restrict the camera from the 'out of bounds' part of the scene.

Whats weird is I can tween and/or set the coordinates for another actor with the entirely same setup as the previous UI element and the problem resolves itself.  Heisenbugs are fun.

I'm trying to letter box for a cinematic effect. What I think needs to be done is manually placing the ui elements at the edge of the screen on a layer with 0 scroll factor, hiding them upon creation, tweening them off screen and then unhiding them and tweening the ui elements back onto screen when the cinematics are activated.

There a work around implemented where I just placed the blinders on the respective portions of the screen, top and bottom, set scroll factor to zero, and fade in the cinematic layer upon activation.

In any case things are working now, and I want to say thanks to each of you for your help.

Ask a Question / Re: Spawning actors off screen (with make always active)
« on: February 01, 2017, 02:48:18 pm »
Quote from: JeffreyDriver
That's a strange issue. I've done exactly what you're trying to do without a problem. Worth checking if there's any other code of behaviours stopping it from leaving the screen.
Can you tween it off the screen?

Tried that, didn't work. Maybe because the layer it happens on is set to 0 scroll factor? Thanks Jeff.

Kramer, didn't think of that, though I decided to just fade-in/out the layer that the ui element is on instead of tweening
the actor itself. Gonna try Jeffs solution first, and then yours. Thanks!

Ask a Question / Spawning actors off screen (solved)
« on: February 01, 2017, 12:01:46 pm »
I'm trying to spawn an actor (part of my UI) offscreen. When triggered via a custom event the actor should tween in from the top
of the screen.

The problem is I can't seem to spawn them at negative y coordinates, say at y -64.

If anyone has a solution or an idea for this predicament I'd owe you one because I've tried everything I can think of so far. Thanks.

I struggled with this myself at first.
Suppose you created a new file, called listfruits.txt

The contents would look like this:

Code: [Select]

If you import that to a list attribute, stencyl will create one entry for each. The first would be apple.

For a hypothetical map attribute, called 'cars', you'd create a file called mapcars.txt (you can actually name the file however you want). Suppose you have only one map key 'cars', with a few entries. You'd have a single line in the text file
that looks like this:

Code: [Select]
cars= Mazda, Corvette, Hyundai

And if you imported the file into a map attribute, the attribute would have one key with a list of three values associated with it. Hope this helps.

Ask a Question / Re: Blocks that take actors as arguments, can you use maps?
« on: September 27, 2016, 07:17:36 pm »
Needed an underscore. Shit, thanks Commander.

Stencyl Jam 16: "Spooky" / Re: Looking for Group
« on: September 25, 2016, 07:22:40 pm »
If I didn't have a deadline for mid October I'd join ya. I can do passable pixel art. This is me:

Anyway, good luck guys!

Stencyl Jam 16: "Spooky" / Re: Looking for Group
« on: September 22, 2016, 09:11:13 pm »
Yeah Liberado, for a one off that game really was a bit of fun.
They say the first ten games are both the hardest and the worst you'll make.

If thats you're worst, I imagine you'll be alright aeklad.
Don't worry about the lack of experience, it appears you have more experience than a lot of us here.
Also the animation synced well with the atmosphere of the music. Well done.

Chit-Chat / Re: Concerns about official Stencyl activity
« on: September 08, 2016, 03:24:34 pm »
I think a big part of the 'this place seems dead' is the no 'reddit-forum-games-and-stupid-memes-on-social-media' effect. Theres not a lot of inherent interaction in the stencyl forums, compared to other, larger forums.

People are way too comfortable with instant gratification, be it getting a simple response to a question, or not understanding something and immediately posting about it in the bug forum (as I've done a couple times.)
To the credit of many members here, including the devs, I've always got a pretty fast, easy to understand answer that wasn't written in a condescending manner--and this coming from an amateur, average forum user.

I think a lot of people are silent--and that shouldn't be an indictment of the *devs*--because the tools are *that good*, and they, like myself, are busy plugging away. I've said it before, I'll say it again, Stencyl, unlike any other engine I've ever used, is *really* *incredibly* transparent. Other engines have a lot of *technical debt* built in. Thing just work right until *they don't*. With stencyl, if you want to try something, and you know it's possible, the engine doesn't get in your way. I've interacted way more on the GM and Unity forums simply because I was trying to do something that wasn't immediately obvious with the tools, trying to do something that should have been easy but the workflow or process of the tools made difficult, or there was some sort of problem with the engine or some design choice of the tools that made some reasonable decision of mine impractical otherwise.

Stencyl really is a gem, that enables people to do, within the limits of the engine, what they *want to do*, and minimizes non-essential technical obstructions to good design. Most anyone whos is getting stuff done (and not busy helping others) is too busy enjoying the engine standing out of the way to be messing around on the forums.

I narrowed it down, disabling events first, then blocks of code, then individual lines. Basically I have a hashmap that  is used by various events to store data (aptly called 'data') and one of those values is the nearest actor, calculated each tick.
Except, again I keep having class cast errors.

Thanks rob. I went ahead and looked into it further, but I get class cast errors every time I try to test.

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