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Messages - rrzl

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16
Extensions / Re: Workflow utility engine extension
« on: November 01, 2015, 01:15:16 pm »
I can't imagine what kind of maintenance is required for this simple block: 

@Liberado
I think you misunderstood what I'm trying to say.

What I really meant is, not about this (workflow utility) extension specifically, but more about every extension there is and to answer your question, on why most extension hasn't been implemented into Stencyl as a default.
Jon has probably answer it in a better way.

Basic simple stuff, as its name... is basic. It doesn't need much maintenance, sure.
And I'm sure most who have been using Stencyl for a while, already have created their own method,
custom extension, custom workaround, workflow...etc.
But, don't get me wrong, I'm not against any new additional implementation. Its great for new users and others that only use default blocks exclusively.

17
Extensions / Re: Workflow utility engine extension
« on: October 31, 2015, 05:50:07 pm »
@Liberado
I think its pretty common sense, really. No big mysteries about it.
Most extensions are created by third party, not by Stencyl's Core Developer.
It needs to be maintain always.

If it set as default in Stencyl, when in the future the extension no longer works and breaks Stencyl in the process, and at the same time the one who created it no longer active, who's gonna fix it? Since its already embeded deep into Stencyl, it'll make it even more buggy and unusable. That'll put a lot of unnecessary extra work to the Core Team.

That'll be messy. Its not the way to go. To me, personally, how it works now, is totally fine.

18
Chit-Chat / Re: Would you use vector game assets in your games?
« on: October 31, 2015, 08:11:24 am »
People do buy and use vector assets for games, its much more valuable compared to a flatten raster graphics.
Its just not used directly (most of the time).
Its easier to manipulate, change, or just use as a base. Its like having an unflattened layered PSD file.
You can just go wild with it. Endless possibilities.

Stencyl doesn't use vector images, any image you import will be converted into raster.

Personally for me, vector art lack life. There's no soul in it. Everything looks too perfect, too clean.
Everything in life have its own imperfection. Thats what makes them interesting. It adds character.
Vector is great for general graphic design. I do create and use them for work related (not in games).
For my own games, I just use pre-rendered 3d as a base before altering them heavily in PhotoShop.
For me its a much faster workflow, even for animation. All the shadows, correct perspective & proportion,  sizing, correct movements..etc, are all already taken care of for me. I can avoid re-doing a lot of things from scratch, can also be used as a base for other assets, just need some minimal alteration.

But thats just me, some people works faster with other styles.

For your game, maybe you can add a bit of a custom touch into it, rather than 100% vector look.
But hey, who knows, it might not even need any alteration and could turn out just great.
Don't worry too much about it. Do whatever you yourself feel comfortable with.

To answer your question : "Would you use vector game assets in your games?"
No.

19
Journals / Re: Arcadium - The game
« on: October 20, 2015, 03:43:10 pm »
Try using this to get a sharper upscale images :  http://waifu2x.udp.jp

20
Bug Archives / Re: Android sound bug
« on: October 09, 2015, 10:24:55 am »
Workaround can be anything, try to be creative.
One solution for your sfx is to make it start earlier than the action, or add an extra frames before the real action.
For example, a character trying to swing a sword, make him prepare to swing the sword (start the sfx at this point) before actually swinging the sword. Maybe add a bit of fade in on the start of the sfx so the delay is not that noticeable.

In game development (or any creative field) there's always more than one solution to a problem.
When getting from point A to point B, if there's an obstacle in the middle, the only solution is not just to wait for the obstacle to vanish or try to brute-force it. You can also go around, or go above it. Try to bend the rules. Don't just think of everything in a linear fashion.

21
Bug Archives / Re: Android sound bug
« on: October 09, 2015, 09:40:24 am »
Most people use a workaround.
Just Google it. Its everywhere.

Here about it on the latest Unity 5.0 :
http://stackoverflow.com/questions/30530120/in-unity-5-0-the-audio-for-android-have-lag-any-way-to-reduce-the-lag

22
Bug Archives / Re: Android sound bug
« on: October 09, 2015, 09:24:24 am »
This is Android sound bug. Not Stencyl.
Feel free to try whatever engine to combat this issue, or even code your game from scratch.
There will still be a delay.
People been complaining about this audio latency bug to Google since 2010,
even now, I don't see any fix on this issue.

23
Suggestion Archives / Re: Translate Stencyl
« on: October 09, 2015, 12:08:40 am »
Go to File > Preferences > Languages
I believe there are 14 different languages for you to choose there.

24
Ask a Question / Re: How can I make a infinite platformer
« on: October 08, 2015, 11:59:36 pm »
I don't think its GB, sounds to me more like MB, and I don't think its even memory his talking about.
Probably game size for an Android release, where the limit is 50mb per apk on Google Play.
Google Play have actually up the max limit to 100mb two weeks ago.

25
Ask a Question / Re: When will the developers implement 3D space?
« on: October 01, 2015, 06:31:36 pm »
Unless they implement away3d into Stencyl.
https://github.com/away3d/away3d-core-openfl

But thats probably only just half the battle.
With just a small team of core developers thats already have their hands full maintaining the 2D (and soon the Console publishing), to have them implement 3D (probably rework the engine, the editor...etc), and squashing the bugs that comes with it. Its very unlikely.

26
Ask a Question / Re: DLC
« on: September 30, 2015, 10:36:37 pm »
For a desktop game (DLC), you just need to provide the updated files :
exe, manifest, behaviors.xml, game.xml, resources.xml,
the new scene files (scene-_.xml)... etc, and of course the new added content (the assets).

Basically only the files that have changes & the new content.
No need to re-download the whole thing again, that is silly.
Imagine re-downloading a hundreds/gigs size game again. Thats time consuming and a waste of bandwidth.
You can also packaged them into an installer.

27
Ask a Question / Re: Did I discover Stencyl at the wrong time?
« on: September 27, 2015, 01:38:36 am »
@MichaelPel, are you using a latest OS (Mac/Windows)?
It looks like a lot of people are having random problem using Stencyl on them.

Its been pretty stable on my side, using Windows 7 (my main production OS).
Windows 10 seems to not play nice to some of my other softwares.
Try on an older OS, see if thats fix your problem.

28
Archives / Re: publishing To Blackberry
« on: September 18, 2015, 12:50:31 pm »
I don't see a need for this, since its pretty much the same with "publishing to Android".
There's no special format or anything else needed specific for Blackberry. You just need an APK.
Blackberry actually already support APK since almost 2 years now, on its own OS.

Putting "Publishing to Blackberry" is like putting "Publishing to Samsung" / "Publishing to HTC"...etc.
No offense, but this doesn't make any sense.

29
Ask a Question / Re: Pricing, 200$ = 200€?
« on: September 12, 2015, 06:32:23 am »
Of course it will be converted to your currency (176€ ++).

30
Game Art / Re: i need help with blender!
« on: September 11, 2015, 06:29:54 pm »
As what Meestar said, you need to create the front/side/back yourself. It doesn't have to be perfect.

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