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Topics - therealistone2003

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i installed stencyl on my new laptop and i cant compile to android. i installed the java jdk but its not working at all. can anyone please help with this issue  here are the logs.

Ask a Question / JAVA SDK ISSUE
« on: March 10, 2014, 09:19:53 pm »
IM HAVING A PROBLEM. i installed the java sdk evirnoment runtime 6 u31 as instructed but when i try to compile to android i get a message saying that i need the java sdk.  even though i already installed it off of java archives. i currently switched to a new laptop so i dont know what the problem could be.

im using windows 7 64 bit . i downloaded the 64 bit version of the requested java sdk help please

Resolved Questions / (Solved)help with draw text behavior on enemies
« on: June 07, 2013, 08:25:06 pm »
hey can anyone help me with a behavior. im trying ti draw text over enemy actor that displays his health the health says HP10 when he is hit and decrements by -1when he is hit. when he reaches zero he is killed

so far  i can draw the text and kill the enemy actor when his hp reaches zero. the problem is i want the HP to appear when he is hit at x of self the text fades disappears. another problem is i need it to only happen on the actor that is hit. for some reason it spawns on all the actors that are the same type. i just need a little help. here is a snap shot of what i mean  you can see the blue text on the right. thanks

Completed / Game details and properties suggestion.
« on: June 07, 2013, 04:28:12 pm »
So here is my suggestion. I was wondering if you guys had plans on including a properties tab or some form of text that displays  the duration of animations, a animation preview button along with  how many mb/kb the actor or animation is composed of. For instance, when you look at the properties of a image on the desktop. It gives you details about the  nature of the image. also maybe have a resource monitor that shows your total game size that only include images and sounds and other game resources.

My reasons for this is that it would make it easier to monitor game size and set a target game size that, would allow you to create a game, with specific devices in mind. Also  make it easier to distribute resources to a atlas. Just a thought for future versions. i know that there is alot work involved and deadlines have to be set.

Ask a Question / need help with a enemy A.I. boss battle behavior.
« on: May 31, 2013, 07:07:43 pm »
Ok so i need to build a behavior that will govern the way the boss at the end of the level will move and react. The catch is i want it to be determined randomly. For instance  the boss character change colors/frames while on screen, red, blue green, yellow.i need a behavior that cycles thru the colors/frame after 5 or so seconds it stops on a color/frame. if its red i want it to do a specific task. if blue another task. and so on. After each task it cycles through the color/frames and randomly selects another one. im trying to make the boss movement and attack pattern vary rather then have it move in a predetermined pattern

if anyone can point me in the right direction or provide some tips i will be very grateful

Ask a Question / flash framerate vs mobile framerate
« on: May 25, 2013, 02:39:48 pm »
i am currently making my game for android and flash. When i compile to flash i get excellent framerates  even with about 30 plus enemies, buttons and bullets on screen. When i compile to android the framerate drops significantly with the same amount of actors on screen. Can someone please explain to me why this is. I am not that tech savvy as to why.

When i see games that are in the same genre as to mine. I do not see these issues. The reason i am asking is that it makes it difficult to do multiplatform development if the output  on different platforms is so drastically different.

I have compromised quite a bit on the amount of animations per actor. Dropping many from 3 to 10 frame animations to 1 or 5 frames.

I also use simple physics on everything.  Samsung Galaxy s3

Ask a Question / need n help with virtually lagless actor behavior
« on: May 17, 2013, 11:19:21 pm »
Ok so i am creating a space shooter and i need to be able to create many actors/bullets on screen. So i stumbled upon Abigayl's tutorial, after creating it i dont know what the hell to do with it.I made it in a behavior with the hopes tha,t all i would need to do is add it to any actor/bullet i choose. The behavior itself does work i can create alot of copies of my main player with no lag. but what i need is to add it to bullets/actors that are not already in the scene but are spawned off screen. can anyone who has use this technique point me in the right direction.

Completed / A more intuitive atlas managment system
« on: May 10, 2013, 04:34:55 pm »
so i started using the atlases and i think i have the understanding of it just  few things i have to work out.

so here is my sugggestion:

how about having a option where if you click on a tab and all the resources that are in your game pops up in a option box. when you click on a actor a dropdown box appears where you can assign  the actor to a atlas. there should be a reload button that updates everything  i submitted a rough drawing. this may not solve loading and unloading scenes with behaviors but it will make it much faster to move and shuffle your actors instead of having to open them up manually one by one. just a thought

i plan on using alot of behaviors for my game. So my question is if i use a scene behavior that displays the player hud. is it better performance and game size wise to attach this behavior to every scene, or is it better to just enable the behavior when the scene created in the scene events. Should i just attach the behavior to every scene.

Ask a Question / spawn set amount of actors
« on: April 25, 2013, 11:48:42 pm »
Hey guys im at the point in my game where i need to spawn actors in my game i can create them at random points, but i need a more specific behavior.I have checked the forums and their are many topics on spawning actors but they dont fit my specific case. So here we go.

 When i use the first code i get 4 enemies spawned in random points along the y scene axis as you can see in the first screen shot. What i need is 4 enemies spawned on the x axis as you can see in the second screen shot. also i need them to stop being created. i can use the do after block and achieve this. but i have about 20 enemies planned for this game and i think i would need a more intuitive way of doing this.

So is there a way of using the repeat x times block and have 4 actors created along the x axis with a delay option. Then have the repeat block turn off. Instead of having to do a ton of (do after x seconds -create actor type events.

Ask a Question / how and when to use booleans
« on: April 24, 2013, 02:52:57 pm »
can anyone of you brilliant stencyl guys explain to me how and when to use booleans. im trying to wrap my head around it but just cant get it.

ok im still having a problem im trying to create a laser beam (which is a different actor group then the enemy ship). i can create the laser beam at the x and y coordinates of the enemy ship. but when the enemy ship starts to move, the laser gets left behind and does not take into account,  the position of the enemy ship. i need the laser beam to always create itself at whatever position the enemy ship is at.

i can animate this and solve the problem, but i would have to re-animate every enemy. unfortunately its to time consuming at this stage in my game. and i would not have much flexibility.

Suggestion Archives / disable and enable animation frames
« on: April 19, 2013, 10:03:41 pm »
hey is is possible to disable specific frames in a animation so that there is no collision. for example if i had a animation 10 frames long could i disable the 10th frame so that nothing can collide with it. i think this would be a great option when editing your animations.

hey im making a space shooter and making great progress. i need some help though. i want enemies to move in a specific pattern or formation while on screen. as it stands now i can make enemies spawn randomly, which is fine for asteroids, since they dont have any ai but for other enemies, i need them to perform different patterns. i have a behavior block called follow path and it is asking me for the coordinates how do you go about doing that.

Ask a Question / how to make collisions respond properly
« on: March 16, 2013, 08:49:55 pm »
hey guys im working on my first game. its a space shooter. i am having a problem with the collisions

when my spaceship fires bullets sometimes it takes one bullet to kill the asteroid actor. and sometimes it takes 3-5 shots. i want to be able to define how many bullets a actor should take before it is killed. i dont fully understand the actionscript block coding but im getting better at it. is there a actionscript database that list when where and why certain blocks should be used. what i mean is i need to know the proper structure or rules of do's and donts when using specific events. thanks

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