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Topics - NobodyX

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16
Windows / Mac / Flash / HTML5 / Pixel Hell
« on: July 29, 2011, 09:41:48 am »
If you love games that require you to stare at a tiny portion of your monitor, possibly damaging your eyesight, then this game is for you!

It's based on bullet hell games, so that means: tiny hitbox, but way too much to dodge.

http://www.stencyl.com/game/play/5907

The game should run at 60fps all the time.

17
Windows / Mac / Flash / HTML5 / Gunslinger Ultra-Shoot
« on: July 23, 2011, 01:40:36 am »
http://www.stencyl.com/game/play/5679

A simple quick-draw game, except you face off against people who have played recently. If you win, you collect all the coins the person had at that time.

Press Z, X, or space when the screen flashes.

18
Ask a Question / Remove flixel cursor, but not regular cursor.
« on: July 17, 2011, 01:26:23 pm »
I'd like to remove the flixel cursor, but not make the regular cursor invisible.

How would this be accomplished?

19
Shared Resources / Customize Controls
« on: July 15, 2011, 07:19:48 pm »
I uploaded to Forge a pack to add to your game that lets you add customizable controls, all you have to do is make the interface in a style that fits your game.

In addition to the pack there's also an example game (obviously also on Forge) to show you how to use it. (This one: http://www.stencyl.com/game/play/5400) It even shows how to adding saving and loading of the controls.

Some controls didn't work so they were not included such as plus and minus. I didn't add the F keys from along the top of the keyboard, although they probably would work if added.

Enjoy!

20
Archives / Set game attributes to not save
« on: July 14, 2011, 12:08:44 pm »
I would like to be able to choose for each game attribute whether or not it will be saved when the game is. In other words, a checkbox for each game attribute that disables saving of that attribute.

21
Old Bugs (1.x/2.x) / Too many variable in custom block messes it up
« on: July 08, 2011, 08:10:46 am »
I made a custom block with 10 blanks. In "block spec" I had included %10, which is the reference it gave, but when I had finished creating the custom block then %10 showed up as %1 and where I had included %1 there was nothing there.

22
Old Bugs (1.x/2.x) / Animated tiles out of sync
« on: July 06, 2011, 02:56:47 am »
I have some animated tiles that cycle between colours. Sometimes when a scene loads then all the different tile types are in sync with all the other tile types. But sometimes they are not in sync with each other. For example the right-facing spike tiles will be out of sync with the left-facing ones, which looks trashy and buggy.

Can this be fixed so that they all animate together?

23
Archives / User-defined controls
« on: July 02, 2011, 06:36:30 pm »
Giving the player the ability to change the controls would be a really great feature.

Not only for people with unusual preferences, but also (and probably especially) for players with non-english keyboards who wouldn't otherwise be able to play a game.

I think there should be a block for this.

Not that I know but this couldn't be too hard to implement, could it?

24
Ask a Question / Remove flash menu options
« on: July 01, 2011, 01:24:38 am »
This is for a stand-alone game. I'd like to remove as many Flash menu options as possible. I mean the bar across the top that says "file" "view" etc. and from the right-click menu. It's fine it I can't remove the flash settings and about flash options, but I don't want play & rewind & show redraw regions and all that other stuff.

I've tried googling it and I've found that this apparently will remove the unnecessary options in actionscript 3:
Code: [Select]
stage.showDefaultContextMenu=false;But I have no idea how to implement this in Stencyl. Any help?

25
Resolved Questions / Do something on every scene
« on: June 30, 2011, 10:02:19 pm »
I would like to have the user be able to do something (switch to fullscreen via key press) on absolutely every scene of the game at any time. It would be ridiculous to make it as a scene behaviour, considering I'd have to manually attach to each scene individually.

What would be the easiest way of having it check for whether the button was pressed, regardless of what scene it's on?

26
Game Art / Some quick music
« on: June 20, 2011, 11:32:03 am »
Just some quick & fun pieces. I enjoyed making them, I hope you enjoy listening to them. :)

http://www.box.net/shared/xpcf5nfvzvrkt60zl47l

http://www.box.net/shared/21yu8ocsf51y2ma9nqm4
Turn your speakers up for this one.

27
Old Bugs (1.x/2.x) / Sound channels not working properly
« on: June 12, 2011, 12:28:20 am »
Sounds starting on one channel will cut out the sound on other channels. It's especially noticeable when the music is cut.

If I loop the music on two separate otherwise unused channels at once then once any sound plays it will cut out one of the music sounds but not the other, regardless of which of the otherwise unused channels they are placed on.

28
Resolved Questions / Use text game attribute as scene name [Resolved]
« on: June 11, 2011, 12:46:24 pm »
Basically I have a text game attribute, and I'd like it to load whichever scene's name fits the content of the attribute. So if the text attribute equals "level1" then it would load a scene called "level1."

But I do not think this is possible using just blocks, so what code would I use to make this happen?

29
Actors will flash in their old position for a frame when recycled. I think that this is merely graphical, but can be very noticeable for big or bright actors. So if an actor is recycled at spot A, then is recreated at spot B, then you can see it appear in spot A for a frame before appearing in it's correct position.

I've mentioned this before when I was having other recycled actor problems but I don't think I ever gave it it's own thread, so here it is.

30
Ask a Question / Enter fullscreen
« on: June 09, 2011, 03:51:04 pm »
Assuming the game is NOT being played in a browser, how could I make it so that the game can enter fullscreen w/o the player having to right click? Is there some code I could use for this?

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