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Messages - harshhsrah

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16
Here is the project. You can check by testing it on Flash and then Windows. I have placed a pre-rotated actor in the scene which will behave oddly on windows. There is a small code as well which will create a new actor and rotate it by 10 degrees every second.  This works properly on flash and not on windows.

17
I am trying to set a rotation angle for an actor. I have used the 'point towards' block as well as the turn blocks...have even tried the spin tween. The angle is getting set properly when I test on the Flash and Mac platforms but on Windows it is not working.  The actor is changing its position and not changing its angle/rotation.
I even tried it without code by placing an actor on screen in the scene editor and rotating it by putting random angle values. I observed the same result after testing i.e. the pre-rotated  actor was shown with the correct angle rotation on Flash and Mac while on Windows it changed its position and the rotation was set to zero.
Is this some kind of bug that anyone has observed? ...Any help from the experts ?   

18
Ask a Question / Re: Serial and Parallel Tweens
« on: March 29, 2018, 10:06:54 pm »
Thanks a lot...
I will give this a try

19
Ask a Question / Re: Serial and Parallel Tweens
« on: March 28, 2018, 11:59:47 pm »
Thanks
I haven't tried code blocks yet..still new to Stencyl and most of the things that I need are available as blocks in the design mode.
So if I understand correctly, can I start using the Actuate library in Stencyl as is? Do you have any example of a code block using Actuate ?

for instance if I have have to do something after tween completes can I just have a code block that says

Actuate.tween (getLastCreatedActor(), 1, { alpha: 0 }).onComplete (DoSomething);
function DoSomething(){
     recycleActor(getLastCreatedActor)
}



20
Ask a Question / Serial and Parallel Tweens
« on: March 27, 2018, 11:07:38 pm »
If I have to do certain actions in a serial manner e.g.
1. click some actor
2. tween the actor (spin or slide) over time t1
3. After this tween is complete then show a popup using a slide and scale tween over time t2
4. Wait for time t3
5. After t3 slide out the popup  over time t4
6. After this tween is complete update some attributes and add/kill some actors

can all these be done as a serial tween where the next tween is triggered once the previous one is done?

or do I have to keep a track of t1, t2, t3, t4 .. and use the do after 't' seconds blocks in a nested manner?
Also if serial tweens are available then do we have an option for parallel tweens as well?


21
Chit-Chat / Re: Using Stencyl in a team setting
« on: January 09, 2018, 12:00:31 am »
Correct me if I am wrong but In Stencyl I think the mini games can be different scenes which can be exported and kept in a library and imported when the final project is built. Is this approach correct or do we need to do things differently.
Thanks again for all the help 

I have never imported a scene. What you could do is have the scene generate in a scene behavior and then play out in that same scene behavior or in a different scene behavior. Back in the main game, you would import the scene behavior(s) and attach them to a blank new scene.

Thanks Ceosol. This sounds like a doable solution.
The only thing is that the scene designer cannot be used to place actors. Instead everything will have to be generated and positioned dynamically in the scene using a scene build behaviour and all the actors need to be attached beforehand to the blank scene in the main game.

22
Chit-Chat / Re: Using Stencyl in a team setting
« on: January 06, 2018, 11:17:04 pm »
Thanks everyone...
This helps a lot ...Getting so many replies within 24 hours makes a strong case for Stencyl.

That said, regarding the project management, I think I understand how it works now with the behaviour exports and maintaining a library of some sort. A proper naming convention and structuring of the project is key.
In our games typically we have one person woking on the main game and other working on mini-games...to illustrate this consider the main game as a  point an click adventure wherein all the gameplay mechanics such as picking objects, using inventory etc. will happen in the main game while the mini game will be be something completely different, like if the player clicks on locked door, a jigsaw puzzle mini game will start. This jigsaw puzzle game code is completely independent of the the main game mechanics and is done by a different team member who will be working on multiple such mini games. The final build will be a package of the  main game and the mini games. Presently our Adobe AIR framework uses .swc files for different mini games (guys coming from AS3 background will know how this works).
Correct me if I am wrong but In Stencyl I think the mini games can be different scenes which can be exported and kept in a library and imported when the final project is built. Is this approach correct or do we need to do things differently.
Thanks again for all the help 

23
Chit-Chat / Using Stencyl in a team setting
« on: January 06, 2018, 07:22:43 am »
We are a small game development studio with a core team of 3 and a couple of additional freelance artists that we work with in some of our projects. We have released around 30-35 small games on iOS/Android with 7-8 mn downloads till date. We also make games for PC/Mac and sell it through portals like Big Fish Games, Iwin etc. as our target audience is casual female gamers. As such, the game genres that we target are solitaire, match-3, mahjong etc.

We think that game engine, specifically game coding is not relevant as we all are in the business of making games using computers and it doesn't matter how we make those. 
Our core team is inclined towards visual design and most of the times our prototypes actually end up being final games. Currently we use Adobe AIR and have over years built a customised framework  for developing games specific to our needs but it lacks a bit in cross platform performance which has led us to explore various visual coding options of which Stencyl looks very promising.
That brings us to the following questions which we would greatly appreciate if any of the veterans could give us some answers/pointers to.

1) How effective is Stencyl to use in a team setting? e.g. If one team member is working on the main game and another is working on 3-4 meta games, how easy it is to integrate the project together.
2) Can Stencyl handle the development and build of large size games? Our games for PC/MAC on the casual game portals can be in the 150-250MB range. (large number of high res graphics/sounds etc.).
3) How much risk is there to the future development and customer support for the software? As we understand the Stencyl team is quite small and the software is sold as a yearly subscription which led to this question.

I am returning to Stencyl, I guess after 7 years or so (when it only did Flash export), so did such a long post..hoping to get some good pointers..

24
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: September 21, 2012, 06:20:15 am »
Is the .exe export done locally or do we have to use stencyl servers.
I remember that a local compilation to a .exe was preferred and was discussed in the forums some time back..rightly so as .exe projects will likely be significantly large in size

25
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: June 26, 2012, 01:29:13 am »
With Stencyl 3.0 we would be able to get our games on to Android.
So can we expect support for at least couple of ad networks to monetize free games?
Currently we have only iAds.

Or will it possible for us to manually integrate any ad network's SDK into the stencyl code in some way?

26
Don't forget that making Flash games is still free (with splash screens) and you and develop and test with iOS for free.

For iOS is it possible to test the features like iAds, IAP or Gamecenter before buying the paid subscription version?

27
News / Re: Stencylpedia 2.0 - See the Preview! (Updated Mar 28th)
« on: March 28, 2012, 07:45:20 am »
I was browsing through stencylpedia and read this regarding standalone builds -

'No Mac App Store (yet!)

The main gotcha is that exported Mac Apps are not immediately submittable to the Mac App Store, without further work on your part. This will be fixed up in Stencyl 2.5, when we support native, C++-based standalone games.'

Just wanted to know what is the ' further work required' from our end so that the .app file generated by Stencyl can be submitted to the Mac appstore?

28
News / Re: StencylWorks 2.0 Beta (Updated Mar 11th)
« on: March 14, 2012, 02:46:12 am »
Thanks for your feedback on server builds. I'm going to come up with a sensible local build solution instead.

However, you will have to pull down the AIR SDK to perform those builds - and that's a 120 MB download in itself (one-time). We'll facilitate that part, though.

This is great. We were already using AIR to export some of our flash projects (non stencyl) to .exe and were hoping to be able to do the same for stencyl projects

29
News / Re: StencylWorks 2.0 Beta (Updated Mar 11th)
« on: March 12, 2012, 05:02:19 am »

Also, the .SWF will not take up 100 MB, that I can guarantee, as the idea is for .SWF's to be on the internet, and it will be next to unplayable if it's that big.

I agree that the swf should be small and it will be small, but I am looking at this the other way round. For instance, If I want to make a game which will be primarily for the pc/mac and then perhaps use a smaller flash version as a demo to promote the game.
The quality and consequently the size of the graphics/sound assets becomes quite large for a PC game because that is what the player wants for casual games these days. So if the .exe build facility in stencyl is going to restrict me to smaller size/low quality games for the PC, it does not serve the purpose.
Correct me if I am wrong, Multimedia Fusion 2 - a similar kind of game making software does allow local builds for PC and a swf and iOS exporter (I would like that kind of thing with stencyl). I have not used Multimedia Fusion 2 and am not sure about the merits/demerits but I have played large size (200MB+) commercially released games for the PC made using that software.

30
News / Re: StencylWorks 2.0 Beta (Updated Mar 11th)
« on: March 11, 2012, 11:19:50 pm »
I agree with 1MrPaul1 with his concern regarding large size files. A .exe for PC will be larger size than flash/mobile games and could be well above 100-200MB (average casual PC games size these days). So getting these to the server and downloading 3x is definitely a problem.
It is better to give the option locally.
We have made some games with torque in the past and used PC to compile to .exe and Mac to get a Mac executable(.dmg). Similarly it will be great if you just allow us to choose the platform based on what hardware we are on.

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