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Messages - Photon

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Journals / Re: Asteroids
« on: February 28, 2015, 07:54:28 am »
Pretty nice. Certainly feels like asteroids... :o

I did die once immediately at the start of the level when an asteroid spawned on top of me, even though the shield still showed up. Also, the resolution is a bit too big. Otherwise, you're nailing the asteroids feel rather well in my opinion.

Chit-Chat / Re: Stencyl Video Training Course $9 offer
« on: February 26, 2015, 06:31:16 pm »
Very nice, Innes!

Suggestion Archives / Re: feature request: get index of item in a list
« on: February 24, 2015, 05:19:15 pm »
Arrays have an "indexOf" function:

Code: [Select]
You can even specify an index to start from if you want to find a value and keep searching for more after it (for things like numbers and strings):

Code: [Select]
var found_list:Array<Dynamic> = new Array<Dynamic>();
var curr_index:Int;

curr_index = array.indexOf(value);
while (curr_index != -1)   // indexOf returns -1 when something is not found
    curr_index = array.indexOf(value, curr_index);

Chit-Chat / Re: Post Your Stencyl Game Library
« on: February 22, 2015, 11:26:13 am »
Yeah, I've got projects spread out across two computers too, as well as "v1 this, v2 this, etc."

That said, I've actually thought about digging out some of the old stuff and posting it as-is for kicks. I did stick some significant time into some of those games.

Chit-Chat / Re: Turning Over A New Leaf Today
« on: February 21, 2015, 11:33:53 am »
Maybe you should switch to IGN comments. :o

Ask a Question / Re: Tile Based Movement?
« on: February 18, 2015, 02:06:04 pm »
Hi there,

I used this and found it very good :)
Unfortunately, I think my approach has  the "teleporting" issue to deal with as well, though its nice if you want to make your movements more fluid.

Ask a Question / Re: Creating Regions.
« on: February 15, 2015, 06:22:47 pm »
What are the obstacles? If they are actors, you can give all the actors a common collision group and then set your player to die when he collides with any member of said group.

If not blue, then I would say stick with purple.

I like 1 and 4. The simple, contrasting color scheme seems pleasing to me.

Ask a Question / Re: my screen gets slow when I add behaviour !!
« on: February 14, 2015, 01:57:30 pm »
You mean the actual process of assigning the behavior to an actor type is slow? (As opposed to the behavior slowing in-game performance.)

Ask a Question / Re: GameSalad User Looking at Stencyl
« on: February 13, 2015, 09:41:46 pm »
There's also an Easy Math extension that  really simplifies some things (and things can be added to it if something would come in handy).
Redundancy is redundant.

Ask a Question / Re: GameSalad User Looking at Stencyl
« on: February 13, 2015, 07:19:26 pm »
Unfortunately a tool that allows us to make games without any code doesn't mean that the we don't need the math that is required to achieve certain tasks. Stencyl comes with an angry birds like clone so you could check it if what you want to know which tool makes it easier to do.

I suppose I was hoping  Stencyl was more user friendly in how it implements functions and advanced math. I'm not looking to not have to do any work just something that is more user friendly for people like me. Perhaps you guys know of some good tutorials on how to implement certain mathematical functions?
I don't know how GameSalad implements things, but functions are essentially the blocks you see in the design mode palette. In that regard, if you find the right combination of blocks to achieve what you are looking for (getting angles, setting velocity,) you can put them together to get what you want. You can even add your own or see what the community has come up with (I personally wrote what I call an "EasyMath" extension) It is, of course, not always that straightforward when it comes to game logic but Stencyl can certainly make it easier.

Ask a Question / Re: GameSalad User Looking at Stencyl
« on: February 12, 2015, 08:47:44 pm »
Where's Photics when you need him? :P

One thing you should consider doing is making it so the squares can't spawn right on top of you or at the very least aren't immediately lethal. That happened more than once to me.

Otherwise, pretty good.

Game Art / Re: Pixel Art Thread
« on: February 03, 2015, 08:16:06 pm »
Did a pixel daily, because why not? Feel free to critique.

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