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Messages - darrigaz

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Ask a Question / Re: How to change game resolution, in-game?
« on: May 30, 2018, 11:26:25 am »
Just for reference when people look this up in future (as I've just been doing). You can work around some of this with a fullscreen toggle and adjusting the scaling setting in game.

Run this bit of code.

com.stencyl.Config.gameScale = scale;

Scale is the same setting as in the settings tab you can make an attribute with that name or rename it to match another attribute. Then just change that attribute to resize the window. There's a "make fullscreen" block for toggling fullscreen and windowed mode.

Chit-Chat / Re: Twitch API in Stencyl
« on: March 19, 2018, 04:23:21 pm »
Huge +1.  Although it's such a niche feature you're probably better off taking a stab at it yourself. From what I gather twitch integration is mostly a matter of connecting to a twitch channel's chat through IRC.

There are various IRC bots written in haxe which could potentially be poked around with to produce an extension (he said taking a wild stab in the dark).

Once you've got the text back there's loads of stuff in Stencyl for interpreting it.

Ask a Question / Re: Pause messing up actors under physics
« on: January 07, 2017, 08:56:04 am »
@merrak it's a fairly standard effect i've seen in a load of other games (Vlambeer make heavy use of it) and I've got code to handle the case of actual play inserted pauses overlapping with this pause but you're right it might not be the best way to do it.

@colburt YOU BEAUTY! I was poking through the API for ages trying to find timescale changing functions. I'll give that a go! Thanks!

Ask a Question / Re: Pause messing up actors under physics
« on: January 06, 2017, 03:21:59 am »
Hmmm. So I think I got this to go away by not calling a screenshake and a pause at the same time. Is there anyway a screenshake and a pause could interfere with each other?

Ask a Question / Re: Pause messing up actors under physics
« on: January 06, 2017, 01:50:04 am »
The scene.

Ask a Question / Re: Pause messing up actors under physics
« on: January 05, 2017, 12:59:56 pm »
It seems like basically the first time I pause and unpause some stuff doesn't unpause properly. If I then pause and unpause again that stuff frees up and goes about its business.

Ask a Question / Re: Pause messing up actors under physics
« on: January 05, 2017, 09:43:33 am »
Ah! This is driving me mad. I can fix the stuck actors by forcing an unpause (using the resume button on my pause menu) but if i do it in the behaviour more than 0.5 of a second after the initial pause it doesn't work...

Ask a Question / Pause messing up actors under physics
« on: January 05, 2017, 08:02:56 am »
I'm trying to add a momentary pause when a projectile hits an enemy in my game. I've done the code but for some reason when I do the unpause actors that are moving under physics seem to get stuck and  need a later unpause to be start moving again.

Can anyone tell me what's going on or maybe suggest a better way of getting the same effect?

News / Re: Stencyl Jam 2016 7th - 16th October
« on: September 26, 2016, 11:11:11 am »
This overlaps with GBJam5 would it be alright to make one game and enter it in both?

Chit-Chat / Re: Stencyl Jam 2016 - When ?? [ Happening ]
« on: September 12, 2016, 12:43:20 pm »
Yay! I was wondering about this. I look forward to the Stencyl Jam every year. It's a really nice thing to connect with the community and actually make a finished product.

Journals / Re: Nanashi No Ronin
« on: June 19, 2016, 01:18:12 pm »
Cheers for the kind comments.

Getting the gibs to not stick inside the walls is somewhere on my big list of tasks. Everything's very much placeholder at the moment so its riddled with bugs and art issues like that.

Edit: Huh turned out fixing that was as easy as turning on continuous collision. Nice!

You got any images/a site for your game?

Journals / Nanashi No Ronin
« on: June 12, 2016, 12:14:41 pm »
Hi all!

For the last year and then some I've been working on a samurai sword fighting game. It started out as a narrative driven micro phone game and has since morphed into a gamepad based desktop combat game. I've already done a huge chunk of the features (combat system, save system, types of enemy, general game structure) but I've still got a long way to go so I thought I'd start a journal to help keep myself motivated.

There's a website here (with target art by the very talented Nick Criscuolo)

and you can get more regular updates via my twitter (I try to do screenshotsaturdays and indiedevhour whenever possible).

Ask a Question / Re: Black, White and Red shader?
« on: February 17, 2016, 01:47:05 pm »
No one? I managed to get the rough effect using this website and a lot of tinkering

precision mediump float;

varying vec2 position;
uniform sampler2D webcam;

void main() {
  vec2 p = position;
  vec4 color = texture2D(webcam, p);
  gl_FragColor = color;
  if ((gl_FragColor.r <= 0.6) || (gl_FragColor.r >= 0.8))
  gl_FragColor.r = (gl_FragColor.r);
  gl_FragColor.g = (gl_FragColor.r);
  gl_FragColor.b = (gl_FragColor.r);
  gl_FragColor.a = gl_FragColor.a;
     gl_FragColor.r = 0.7;

No idea how to carry that over to the custom shader code block though...

Ask a Question / Black, White and Red shader?
« on: February 16, 2016, 11:59:25 am »
Anyone able to recommend a way to set up a black white and red shader? Eg greyscale with red as the only colour still visible?

Sorta standard film noiry thing?

Ask a Question / If list contains contents of other list
« on: February 13, 2016, 05:40:46 am »
If there an easy way of doing a check to see if one list contains all the contents in another list?
I've got a list of levels I might load and a list of levels I've played. I want to check if the list of played levels contains everything in the list of levels I might load so that I can clear out the list of levels I've played (to stop stufff falling over).

Does the "list X contains X" block work for comparing two lists?

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