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Topics - DJEmergency

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I have years of experience composing music for EDM and for the past year I made chip tune style stuff. If you are looking to hire someone experienced with professional sound drop me a line in my inbox.

Here are some examples:

- Chel-Z
---- Available in the app store

- Goober's World
---- Trailer
---- In-game footage

-  Worked with Areia Creations (K-Pop remixes)

- My DJ/Remix website
- Soundcloud

Ask a Question / extension?
« on: April 19, 2016, 08:45:14 am »
Does there exist an extension for for Stencyl? So I can place ads or whatever?

Suggestion Archives / More region blocks.
« on: April 14, 2016, 04:00:41 pm »
When creating more than 1 region during runtime there is no way to differentiate/detect which region you want to test for. You can't add a region to a list, because you get an error. Also there doesn't exist a block to call it when you need to. So my solution would be to have two more blocks.

- Name last created region to [text]  (This allows you to name the region you just created)
- Region has name [text] (This allows you to call the region by name for detecting collision or for other uses.)

Extensions / Creating export option.
« on: March 21, 2016, 11:24:26 am »
Where do I start to create an exporting option? Like if I want to make another platform for exporting to?

MFi Gamepad
Works on iOS ONLY

This extension allows for MFi gamepads to work within your game.

- Check for connection status.
- Detect button presses
- Menu button toggle

Get it

- Buy this Extension

(How to Install and Update an Extension)


Credit goes towards "Roman Tkachuk" for his quality of work and me for the idea.


Connection Status
This block detects the status of your MFi gamepad if it’s connected or not.

- Boolean [Connected, Not Connected]

Button States
Detects button information.

- Dropdown Menu (Up, Down, Left, Right, A, B, X, Y, L1, L2, R1, R2)
- Dropdown Menu (Pressed, Released, Down)

Menu Button Toggle
Reads the state of the Menu button.

- Dropdown Menu (On, Off)

Menu Button Toggle Setter
Sets the state of the Menu button.

- Dropdown Menu (On, Off)


Version History

- 1.0 first release!
- 1.1 Redone the Menu button code with new blocks  etc.. (make sure to removed the previous blocks in your code before updating!)
- 1.2 fixed issues for compiling to other platforms. No longer do you get the errors.

My first game I've been developing hardcore for the past 6 months is coming out February 11th! This is the first game I'm releasing on iOS and Android! I'm so excited! soadajhf;asjhd;fhja;sd

Android App:

Enjoy this metroidvania styled plat-former! You play as a Chel-Z (the robot) that is capable of functioning with a human brain placed inside, which was built by the one and only Dr. Boss, a twisted mad scientist. You were freed by a secret agent only for you to escape Dr. Boss’ notorious experiment lab facility.

- Go through a platform, packed with action and puzzle like game play.
- Enjoy challenging retro gameplay and gorgeous authentic pixel art.
- Battle massive bosses and discover new special abilities to reach previously inaccessible areas.
- Gorgeous music produced by Arcane Toaster and DJ Emergency.

Official website:
Official Facebook:


Paid Work / [PAID] iOS MFi Gamepad extension.
« on: February 03, 2016, 01:46:26 am »
I'm looking for a developer that can make an extension for iOS that works with MFi gamepads.

What will the extension consist of?

- MFi Gamepad [button] is [state]
--- [button] (dropdown menu) = Up, Down, Left, Right, A, B, X, Y, L1, L2, R1, R2, Home.
--- [state] (dropdown menu) = Pressed, Released, Down.

- MFi Gamepad is [Connection status]
--- [Connection status] (dropdown Menu) = Connected, Disconnected, Not connected)

If you're interested in this job please contact me through my inbox.

Ask a Question / Grappling Hook.
« on: December 09, 2015, 07:01:55 am »
I saw somebody post a way to do a grappling hook with the mouse, but I'm looking for a way to do it with a button press. (Depends on the direction the player is facing.) I have three sprites for it... The cable, the hook, and the pole for where the hook collides. So say... The player is looking to the right and I press a button on my keyboard/gamepad then it shoots the grappling hook and the cable in stretches to about 7-8 tiles over max in that direction. If it attaches to something then the player will move to where the hook collided. Is this possible?

I don't know if you heard the news today, but it seems adobe is going to be killing off Flash slowly. Maybe it's time that Stencyl starts to focus more on HTML5? What do you think?

I posted this:,  some hours ago and haven't found a solution to get it working. I heard from a thread that this was going to be added in 3.1,  but I'm guessing a block for this doesn't seem to exist at this moment. I think having this type of block could be beneficial for many things like... adding an Actor Type by name into a List or Text attribute. Imagine when the player collides with an item in a specific actor group and the name of the item can be added to a list for your inventory, or destroy a bullet at a certain distance using the same actor behavior that your player uses. Possibilities could be endless!

Suggestion Archives / Sell assets and behaviors through StencylForge.
« on: August 25, 2015, 11:24:03 am »
It would be awesome if we can sell our own stuff in the stencylforge so anybody with talent can make some cash. :D

Ask a Question / Get actor by name from group when colliding.
« on: August 25, 2015, 09:39:22 am »
How would I get an actors name within an actor's group when"Self" actor collides with it? So then I can add it to a list?

I added an example below in a picture for what I'm trying to do.

Ask a Question / Moving platforms with x-speed/y-speed and attributes.
« on: August 22, 2015, 09:49:17 am »
I have 3 attributes I'm working with:

Speed of Platform? (Tells how fast the platform is going.)
Distance of Platform? (Tells the distance the platform moves to.)
Direction of Platform? (In text it tells what direction it goes in from the start.)

What would be the mathematical problem to make this work? I'm using the following and it doesn't seem to work like it should with x-speed or y-speed. Does anyone have the solution for this to work?

If you have a tile layer that scrolls above 1 you will see more than one tile on the screen. You can duplicate the problem by creating a foreground tile layer, Set X scrolling to 2, place your tiles around the scene , and click Test game.

Resolved Questions / [SOLVED] Detecting a tile from an actors position.
« on: August 18, 2015, 03:40:43 am »
How would I be able to detect a tile from an actors position.

For example: I have an enemy that can jump over tiles are in front of him, but if there is a tile at a certain height he will instead turn around.

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