Leapy Peeps (formerly Hoppy Pals) now available on the App Store!

Majora64

  • Posts: 536
I have done a character select screen for The Poppytales with no knowledge of lists. You could make six actor types (tied to an atlas) and make an event using a number attribute for the page number. For each, change the animation to what it is meant to be on each page.

There is probably a better solution but that is what I would do.

That sounds like a pretty good solution but I already have the bulk of this behavior down. Worse comes to worse I'll give it a whirl. I can swipe back and forth between pages just fine and add as many characters and pages (not scenes) without issue, it's just displaying the characters in more than 1 row is a problem and I don't know how to scatter my character icon placement while keeping them intact in the list.

NickamonPoppytail

  • Posts: 1141
I have done a character select screen for The Poppytales with no knowledge of lists. You could make six actor types (tied to an atlas) and make an event using a number attribute for the page number. For each, change the animation to what it is meant to be on each page.

There is probably a better solution but that is what I would do.

That sounds like a pretty good solution but I already have the bulk of this behavior down. Worse comes to worse I'll give it a whirl. I can swipe back and forth between pages just fine and add as many characters and pages (not scenes) without issue, it's just displaying the characters in more than 1 row is a problem and I don't know how to scatter my character icon placement while keeping them intact in the list.

The Poppytales has a character roster of 5 rows per page, and since the pages are 5 x 5, I just made five actor types and five behaviours that make each change depending on the page number and actor type. It works, although I still have a few things to figure out.
Upcoming Projects
Poppytail 5 and Pixeltail: Fifth and sixth main instalments in Poppytail series. A Game About Trimming Hedges: Final Version: An updated version of the original AGATH. One Million: Last-one-standing style small project. The Poppytales: Platformer boss rush with character collecting. Skies n' Fall: Boss rush shooter prequel to Rise n' Brawl. Precious: Weird platformer. Christmas Time 2: Sequel to Christmas Time 1.

CmdrWhitey13

  • Posts: 505
So I'm trying to fix up the character selection screen and what not but I'm having an issue displaying the correct actors sequentially in rows. If I wanted to display them all in a straight line everything would work fine but I want the first row to display 3 characters from my list of characters and the second row to display the next 3 in the list.

The first page displays:
Bunny, Flappy Bird, Frog
Bunny, Flappy Bird Frog

The second page displays:
Cow, Bunny, Frog
Cow, Bunny, Frog

But I would like the first page to display:
Bunny, Flappy Bird, Frog
Cow, Bunny, Frog

and the second page and so forth...
I'm still figuring lists out so if anyone can help me with this thatd be awesome. thank you!


Issue is add 3 to temp id  for the second loop counter.
- create actor of name (TempId+3) as text.
So then, it be 3+0, 3+1, 3+2.
This should help fix the issue.
hope this helps.

Majora64

  • Posts: 536
Issue is add 3 to temp id  for the second loop counter.
- create actor of name (TempId+3) as text.
So then, it be 3+0, 3+1, 3+2.
This should help fix the issue.
hope this helps.

That was it... *facepalm
Thank you!!!!  :)

Majora64

  • Posts: 536
Was able to commission a nice water wave effect with splashes. It's still in the works but it's coming along.  Also working on some Ui stuff as well but I'm also trying to keep iphone X optimization in mind.

Does anyone know the current state of iPhone X testing? Can I just export my game as an Xcode project or can I compile to Xcode simulator and reboot the game in iPhone X simulator in Xcode? I'm just unsure of how iPhone X handles actor placement...




NickamonPoppytail

  • Posts: 1141
Upcoming Projects
Poppytail 5 and Pixeltail: Fifth and sixth main instalments in Poppytail series. A Game About Trimming Hedges: Final Version: An updated version of the original AGATH. One Million: Last-one-standing style small project. The Poppytales: Platformer boss rush with character collecting. Skies n' Fall: Boss rush shooter prequel to Rise n' Brawl. Precious: Weird platformer. Christmas Time 2: Sequel to Christmas Time 1.

squeeb

  • Posts: 1617
wow!! great job...  are the waves slowly moving by the code?  any gif of the splash?.. the splash is hard to accomplish.. i havent tried it in awhile

Majora64

  • Posts: 536
It's definitely coming along well so I'm hopeful that SadiQ will be appreciative when he reads your guys kind words. Here's the water test...go ahead and try it for yourself.

http://www.stencyl.com/game/play/37927



« Last Edit: December 05, 2017, 01:01:00 pm by Majora64 »

squeeb

  • Posts: 1617
thats looking great! i may need to revisit these waves!

merrak

  • *
  • Posts: 2738
The water is really impressive! But... poor bunny :(

Majora64

  • Posts: 536
So what was supposed to be a 3-5 month game has turned into an almost 1 year battle but...I'm still here...still working and very determined to finish. The discord fam has been extremely helpful with the progress and I am very grateful for them. Stay Tuned!






squeeb

  • Posts: 1617
Keep going! You got this!  Looks great my friend

merrak

  • *
  • Posts: 2738
So what was supposed to be a 3-5 month game has turned into an almost 1 year battle

That's how it always goes :P

Looks good, though!

NickamonPoppytail

  • Posts: 1141
So what was supposed to be a 3-5 month game has turned into an almost 1 year battle but...I'm still here...still working and very determined to finish. The discord fam has been extremely helpful with the progress and I am very grateful for them. Stay Tuned!
XD Great to see new progress! Good luck :)
Upcoming Projects
Poppytail 5 and Pixeltail: Fifth and sixth main instalments in Poppytail series. A Game About Trimming Hedges: Final Version: An updated version of the original AGATH. One Million: Last-one-standing style small project. The Poppytales: Platformer boss rush with character collecting. Skies n' Fall: Boss rush shooter prequel to Rise n' Brawl. Precious: Weird platformer. Christmas Time 2: Sequel to Christmas Time 1.

Majora64

  • Posts: 536
So far, this game has taught me that...

1. I'm horrible at time management and committing to a plan
2. I should have optimized earlier
3. The simplest of ideas can be the hardest to execute
4. Feature creep is real AF
5. It's ok if your game isn't the next industry breaking thing
6. This doesn't have to be your lifes work... There should somewhat be a balance between quality and time invested.
7. It's important to follow through and finish no matter what
8. Don't be too critical of yourself or compare your development process to others

Feel free to add what your games have taught you. Would definitely love to hear what some of our experienced devs have to chime in. Always looking for more insight!

















« Last Edit: September 27, 2018, 10:18:18 pm by Majora64 »