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Messages - therealistone2003

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31
oh ok thanks i will check it out as soon as my cpu come from the shop...i feel so naked with out my cpu...my laptop sucks  :(

32
hey tuo i was looking on stencyl forge for the demo tutorials im very interested in them as i can use them in my game i was wondering if you can point me in the direction to acquire them. i need the ones where you can attract coins to the main player. and the one where you can create missles that seek out enemies(homing). thanks in advance

33
Ask a Question / Re: Player Respawn - don't get it?
« on: May 12, 2013, 10:48:24 am »
if  he dies and the scene reloads in the first scene but not the second scene when he dies.  check your behaviors or event that suppose to make him reload on death and make sure that scene 2 is the scene that is selected for him to load in. you may have not selected which scene to  load after death.

34
Completed / Re: A more intuitive atlas managment system
« on: May 10, 2013, 05:46:49 pm »
Wonderful i guess i can put the atlases aside and work on something else until 3.0 comes out looking forward towards it.you guys are doing a great job regardless of our whining.

35
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

36
Ask a Question / Re: max actor amount on stage
« on: April 29, 2013, 12:18:56 pm »
just do a benchmark test put a bunch of enemies on screen and monitor the frame rate. it is also dependent on the size  and or resolution of the actors.i currently can get about 15 20 actors on screen and still maintain about 50- 60 frames a second. with the occasional dip to 30 or 40 fps. 15 is more then what i need but i have to start on the high end and  scale down to something consistent.

keep in mind you can have many on screen but dont forget to kill the actors that are not essential.

37
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.

38
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.

39
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.

40
ok thanks guys i used the game attributes like you said and it works exactly as i need it to. much appreciated

41
yes exactly its a huge laser that fires at 6 second intervals the red enemy ship moves around the scene but the laser get left behind. sorry to  be a bother but i need to make it work

42
i create the ship in a when created  block-then i u use a create actor at x center of self and y center of self which works fine for  placing the laser at the initial position now i need to  have it always update to keep up when the ship is moving.

43
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.

44
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.

45
Ask a Question / Re: stencyl vs other engines like Game Maker
« on: April 18, 2013, 02:11:13 am »
if  i compared stencyl 2.2 to gamemaker then i would say they are somewhat.even as far as performance. some of the simple demo tutorials that i completed did not have steady frame rates.although gamemaker compiles games much faster. you have more horsepower for making games that look better and run better in stencyl. if i compare stencyl 3 beta then i would say stencyl has it by leaps even with the bugs that stencyl currently have.

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