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Messages - rrzl

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Ask a Question / Re: I NEED HELP!
« on: September 11, 2015, 06:12:25 pm »
@nintendonald8, if you need help on Blender, I can't help you there. I don't use Blender, I'm probably not the best person to ask.

But, I can give a few pointers on modeling thats not software specific.
Regarding the image reference, are you re-creating an existing character? If you already have the 2d image of it but there are no front or side view, you have to create it based on that 2d image. There's no way around it. It doesn't have to be perfect, just close enough.

I usually just do a rough sketch on paper and straight away model without using any reference images, cause I tend to change things a lot on the fly.

@Powerspell3, if you want a rough 3d model of Sack Boy with textures, PM me. Its around 2000 tris, but its not rig though, I don't have time to rig it. I'm in the middle of a few projects right now.

Ask a Question / Re: I NEED HELP!
« on: September 11, 2015, 12:40:10 am »
@nintendonald8 :
You don't need a reference image if you can model based on memory.
A reference image is just to help you out.

Its pretty much like traditional art, like painting or drawing.
Some need to refer to something (photo/life subject), some just draw/paint away with their imagination.
For some that just started out, do a lot of tracing until it becomes easier to imagine it.

My advice, if you are still new in 3d modeling, start from a simple object like environment props first, only then slowly move to a proper low-poly character (with a proper loop-cage and rig-friendly). Do a lot of observation, research, look at other images related to your subject around the net. Do a lot of sketches on paper.

I think you should post this question on the Game Art section, instead of here.

@Meestar : A pre-rendered 3d can still be used with Stencyl.

Ask a Question / Re: is it possible
« on: September 07, 2015, 08:57:11 am »
Alternatively, you can save the time when the player saves the game, and once it restarts, calculate the time passed and reward accordingly.

Might be the easiest to implement. But also the easiest to cheat too, by just changing the system clock.

Chit-Chat / Re: Can we really publish to STEAM ?
« on: September 06, 2015, 11:51:15 pm »
Windows, Mac, Linux build can be published to Steam.
There are already a few Stencyl's games been Greenlit for a while now.

There's no stopping you to publish it on Steam, even on GoG.
I think there might be a miscommunication somewhere.

If I'm not mistaken what they don't accept is flash, unless its wrap into an executable.
I don't see why you need to publish to flash anyway, since native build is much faster.

Ask a Question / Re: Memory leak on Android relating to game attribute
« on: September 06, 2015, 10:02:45 pm »
A release build Always performs slightly better (and a bit smaller in size too) than the debug build.

Ask a Question / Re: My pc was stolen
« on: September 06, 2015, 09:37:44 pm »
First, sleep on it, take at least a day off from everything.
Second, make a list of all the things you've done/implemented during that period.
This way, its easier to track back. I'm sure its not gonna be hard for you to redo them again, its just tedious and takes time. Maybe you can slightly improve it along the way.

I used to have my master files (not Stencyl's file) got corrupted unrecoverable, during power failure / error during saving. It sucks, but sometimes, the 2nd remake always turns out better than the 1st.

Any problems, just post your questions on the forum. I'm sure others will gladly help you out.

Ask a Question / Re: Animation glitch?
« on: September 03, 2015, 09:58:11 pm »
To explain it in a much more simply :

Lets say your 1x (1280 x 720) asset is a (32 x 32) px.
On a 1280 x 720 displays it looks fine because it uses the 1x assets straight away,
same goes for others that you have already set for (1.5x/2x/3x/4x),
it doesn't need any conversion in realtime during gameplay because the assets already created.

On a (1338 x 768) for example, it has to scale up the asset during runtime that makes it (33.45 x 34.133)px,
This is an impossible task it has to be a full pixel so it grabs the remaining from its neighbor.
If the remaining pixel is a transparent space this is fine,
if the transparent area is not enough to make it a full pixel it will eat into the other parts,
and this is what you get. The artifact.

And here's where the float to int comes in, (the flickering artifact mess).
With enough transparent space it still happens, but you don't actually see it because its transparent.
I've seen people do some hacky workaround with custom code on other 2d game engine to make it a perfect pixel.

If only we have just a few types of resolution to deal with... In a real world, not gonna happen.

Long story short : Just add an extra transparent pixels around.

Resolved Questions / Re: Where is the bat file located ?
« on: September 02, 2015, 03:00:34 pm »
Donni, there's only 6 file on the root folder. The bat file just sitting there comfortably between jmimemagic.log and stencyl.exe . I hope you are not trolling.

Resolved Questions / Re: Where is the bat file located ?
« on: September 02, 2015, 02:47:33 pm »

(ಠ_ಠ) ...

Resolved Questions / Re: Where is the bat file located ?
« on: September 02, 2015, 02:22:13 pm »
Are you using a windows OS?  Its a "windows only" batch file script.
Its in the root folder, just next to Stencyl.exe , there you can find the "Stencyl.bat".
Use a text editor / notepad++ to change the memory on the third line.

Ask a Question / Re: Animation glitch?
« on: September 02, 2015, 01:51:43 am »
No, what I meant was, give it some space (few pixels around) before importing the graphics.

Edit :
Adding extra pixels to the graphics itself (making it thicker or something) also works but this is adding more work and not the best solution. Just giving it some spaces (when you are creating the assets) is quicker.

Ask a Question / Re: Animation glitch?
« on: September 02, 2015, 12:46:10 am »
Its not an exclusive Stencyl / openFL issues.
I've seen it happens to few other 2d game engine too.
It gotta do with a floating point issues (float to int) in scaling the assets on different resolutions.
Giving it extra spaces seems to fix it.

Ask a Question / Re: Multi Language Game
« on: August 31, 2015, 11:22:24 am »
Yeah, like what Natrium said, its better if you just let the user pick which language they prefer, rather than auto forced it.
I travel a lot, I would be pretty pissed if a game I played in English, keep changing to other language every time I'm in a different country.

Maybe you can make a pop-up that says, for example : "The game is currently in English (default). Do you want to change it to Portuguese?" [Yes] [No] , on the game first launch.

@kacamac , download the latest Private build. Its already been fixed a few version back.

for non-subscriber, have to wait for the next Public release.

Journals / Re: It Happened In Space! (Early WIP for Steam)
« on: August 26, 2015, 11:09:48 am »
I still feel it looks a bit flat. It needs to 'pop-out' a bit more.

Hope you don't mind, I did a quick rough touch-up on the image. Much easier to explain.
(the top is the original the bottom is the modified version) :

Notice the modified version looks much easier to tell what's what?
Another thing, the original image, flying enemy and the wall/ground spike doesn't look threatening because it looks too blended with the surrounding, hard to see. An easy fix, is to make it more clearer with a  better highlights and contrast.

"A ghost is not scary if you cannot see it."

Usually when doing the art and the level design I do a mock-up or a concept first with all the assets, in PS until I'm satisfied, only then I rearrange it again in Stencyl. I find it a much faster workflow, I can alter all the relevant assets in one go.

Something I always do to check my work is, zooming it out all the way to 33%-25%, in color and black & white. I will keep working on it until I can easily differentiate between the background, mid-ground, foreground, and things I want the player to focus on.

Notice in the original image, the ground next to the main character and the middle flying spike looks like they are merged into the background?

Just my 2 cents. Hope it helps, or at least spark a bit of idea.

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