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Topics - SirCrocketz

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Hey guys! I just released my first game on Android and iOS. It's a brain teasing puzzle game with a philosophical twist! The player controls a hexagon and uses pieces on the board to remove all the triangular sections of the hexagon. A narrator speaks insightful poetry while binaural beats tuned to reduce anxiety play through the stereo field.

Short gameplay Video: https://www.youtube.com/watch?v=Y6qddf8RbkY&feature=youtu.be

Google Play:  https://play.google.com/store/apps/details?id=com.rdmgames.perfectfit

iPhone App Store: https://apps.apple.com/us/app/perfect-fit-hex/id1462646430

Itch.IO: https://apps.apple.com/us/app/perfect-fit-hex/id1462646430

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Extensions / FMOD Studio Extension
« on: May 13, 2019, 02:53:25 pm »
Hey guys! I'm working on an FMOD studio extension. I believe I'm getting rather close but I'm also very new to this. I think a header isn't being loaded. I'm using the FMOD 1.10 API and a GitHub repository someone made for implementing FMOD with Haxe. https://github.com/AaronShea/faxe

attached is a log of the error I am recieving currently. The API is discovered but it seems some definitions aren't making it through.

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Hey guys! I'm working on a classic style tower defense where the player has to create the maze that the enemies walk through (think Sunken Defense from StarCraft UMS for example). Since I'm limited to only 32 channels, a couple of which are used up for music and dialogue, does anyone know of a solution for my problem? The player can have upwards of 50 towers at any given time, each one making a sound when it launches a projectile.

I currently have each tower playing on their own channel. Essentially a global variable increments when a tower is built and the tower grabs that number to determine what channel to play off of. One it reaches Channel 30 it resets back to 0. This means that some channels have more than one tower. To make things worse, I also have impact sound effects for projectiles based on damage and armor type.

Each tower has 3 different sound effects that it will randomly play when it shoots. I've thought about implementing a 'null' if the random integer is a specific value, lowering the number of sound effects played. I'm not sure...any thoughts? Should I upload a video?

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Ask a Question / Releasing mouse on actor triggers multiple layers
« on: February 09, 2017, 03:33:56 pm »
attached is a video of what I mean.

When I select a blank hex, it provides a "menu" of blue, green, and purple. when I select one, the blank hex turns into my selection, works beautifully. The problem is that the blank hex underneath my selection is also being triggered. Is there a way to get around that?

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Exactly as the subject states.

Attached is the error itself and the code it references on line 230.
If I deactivate the do every 'n' seconds event I get the same issue but on line 203, also attached.

I have an actor that just wanders around, when it enters a region, it's supposed to be added to a list and then attacked. It's from this tutorial: http://blog.publysher.nl/2012/05/stencyl-tower-defense-5-choosing-your.html
The actor is for sure in the Enemies group. I tested several iterations before adding it to a list...thoughts?

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