Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - eldiablo

Pages: 1 2
1
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: December 01, 2012, 08:12:37 am »
Joined the club. First game, top down racer to test out the 3.0.

2
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: October 17, 2012, 06:13:38 am »
I actually intend to buy studio subscription anyways, since it was such a joy making the project I did in 2.2. It went almost flawlessly, if it were not for the size limits on the flash file, hence my no1 wish for 3.0 is data loading/offloading and/or streaming mechanisms for bigger projects. For example i don't see a way to do decent interactive novel in stencyl yet as the assets would easily top 500mb or more.

3
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: October 16, 2012, 02:51:07 am »
Just to get something straight, if I buy now Studio license I get access to the 3.0 beta? Or is this offer expired? I need to start the development on two titles right now and am looking on possible platforms. I already finished one project in 2.2 version and it went pretty fine. For new projects I need something more flexible though as well as Android support. Can Jon or someone tell me if 3.0 beta can be used for production or not?

4
Chit-Chat / Changing the game type to web from mobile/web
« on: August 01, 2012, 11:59:26 pm »
I had to do this because of the big file size for the 2x versions of the graphics. I just edited the game.xml and changed the Project type to web and erased all the 2x graphics and fixed some code and it works!

Just for future reference if anyone needs to do this.

5
Shared Resources / Re: External Sprite Loader
« on: August 01, 2012, 06:27:57 am »
I have this problem:

Code: [Select]
8/1/12 3:24:23.196 PM [0x0-0x7f17f1].Stencyl: [LOG] Behavior: LoadSprite at line 68
8/1/12 3:24:23.196 PM [0x0-0x7f17f1].Stencyl: [LOG] Method marked override must override another method.
8/1/12 3:24:23.196 PM [0x0-0x7f17f1].Stencyl: [LOG] override public function update():void
8/1/12 3:24:23.196 PM [0x0-0x7f17f1].Stencyl: [LOG] Behavior: LoadSprite at line 73
8/1/12 3:24:23.196 PM [0x0-0x7f17f1].Stencyl: [LOG] Method marked override must override another method.
8/1/12 3:24:23.196 PM [0x0-0x7f17f1].Stencyl: [LOG] override public function draw(g:Graphics, x:Number, y:Number):void
8/1/12 3:24:23.196 PM [0x0-0x7f17f1].Stencyl: [LOG] Behavior: LoadSprite at line 77
8/1/12 3:24:23.196 PM [0x0-0x7f17f1].Stencyl: [LOG] Method marked override must override another method.
8/1/12 3:24:23.196 PM [0x0-0x7f17f1].Stencyl: [LOG] override public function handleCollision(event:Collision):void

Any idea whats the cause?

6
Works great except one bug. That is that if images are drag and the dropped in the Animations part of the Appearance tab, collision bounds are set wrong. They are set at the 2x the resolution (most probably connected to some part of the retina handling code), also a additional small 16x16 collision box is created.

7
Old Bugs (1.x/2.x) / Re: Pausing a game messes up timed events
« on: July 14, 2012, 12:55:09 pm »
So only solution is a massive logic rewrite to circumvent the bug? Anybody?

8
Old Bugs (1.x/2.x) / Re: Pausing a game messes up timed events
« on: July 09, 2012, 10:19:09 pm »
Anyone can confirm this? Seems a pretty severe bug...

9
Old Bugs (1.x/2.x) / Re: scene designer "joints" is very buggy
« on: July 08, 2012, 11:33:34 am »
Just to note (as I been struck with joint related bugs myself) you can always remove joints from the scene XML file if the interface in the editor doesn't work.

10
Old Bugs (1.x/2.x) / Pausing a game messes up timed events
« on: July 08, 2012, 02:59:07 am »
I have a actor behavior custom event that starts an animation and after (do after) 0.5 s switches back to another animation (static state). This works fine most of the time, but after the game is paused and unpaused again the timed do after blocks don't fire anymore. The animation just starts and keeps going. The do after is completely ignored.

11
Ask a Question / Re: Blocking click events
« on: July 08, 2012, 01:59:52 am »
Ok here are my findings for future reference:

- Pausing a game stops input events from working
- You can enable specific actors to ignore pause by setting can be paused to false in actor type
- You don't need to make pause specific logic for all your input events but the event that unpauses the game if input event, bubbles after unpausing causing triggering on events below

Please correct if I'm wrong on any points

12
Ask a Question / Re: Blocking click events
« on: July 08, 2012, 01:19:35 am »
I was not considering that solution for now as it would need to be put in tens if not hundreds of handlers for many mouse events across the scenes. I was hoping for a solution i could keep in one place.

But I guess if there is no other (easy) way....

13
Ask a Question / Blocking click events
« on: July 07, 2012, 10:49:47 am »
Is there a simple way to limit click events to a actor type or an actor. I have a help screen that is displayed and game paused, however after the user clicks the close button the event propagates and the game control is triggered (which, of course i don't want).

I have 8 scenes and wouldn't want if at all possible to implement logic for all click receivers since this will get very bloated. I would like to handle all from the help panel actor type behavior.

14
Ask a Question / Get current opacity
« on: June 28, 2012, 03:35:07 am »
I need to check which actors have been faded out and process only those. Is there a opacity parameter hidden somewhere?

15
Ask a Question / Re: Follow Drag and Drop messaging
« on: June 09, 2012, 04:01:26 pm »
I intended to do just that but couldn't find a way to trigger events at scene level. I probably didn't look hard enough.

Pages: 1 2