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Topics - coleislazy

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1
Extensions / Raycast API
« on: November 22, 2012, 06:49:37 pm »
I had to stumble through the raycast API recently, and it was a bit of a pain, so I though't I'd package it up into a more user-friendly set of blocks.

How to Install Extensions

Check out the Readme file in the extension's folder for more information on how to use the blocks and what values they return.

If you have any suggestions for improvements, I'd love to hear them! Bugs are welcome, too!

2
Suggestion Archives / Kindle Fire
« on: November 20, 2012, 03:53:56 pm »
Tried testing on my Kindle Fire today. Results were not good. Has anyone else had success with it?

I've been able to test a game on my Android phone, so I know it isn't the game or the setup. I created a simple one-scene game with one actor on screen and no behaviors to test.

First, I cannot test directly to the device. It simply sits at "sending to device..." and nothing happens. I read in the Kindle development docs that you must have a special driver installed and they indicated you need to have at least one of the Fire emulators installed as well (https://developer.amazon.com/sdk/fire/setup.html). I tried running the SDK manager and following their instructions, but I never did see the Kindle Fire APIs pop up.

Getting an APK onto a Fire is not a simple process, either. There's no file manager, so you can't simply transfer it via a cable and run it. You have to host it on the internet and download it to install it.

After finally getting it installed, the app runs for about 2 seconds, then exits with no error message. It may have to do with calls to the Google Play service, which is a no-no for Amazon devices (they have their own API).

I'm happy to do some further testing when I get time. If anyone has any suggestions, I'll give it a shot!

3
NT

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Abandoned Bugs / [CORE] Add a setting to toggle anti-aliasing
« on: September 26, 2012, 04:01:21 pm »
The left image is from yesterday, the right from the latest build.

5
Ask a Question / MOVED: I will pay for games!
« on: June 14, 2012, 07:08:12 am »

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Ask a Question / MOVED: mario vs doodle jump
« on: May 18, 2012, 07:27:06 am »

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Game Art / MOVED: free tilesets for your games.
« on: April 30, 2012, 07:54:55 am »

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Windows / Mac / Flash / HTML5 / MOVED: Spectrum
« on: March 08, 2012, 05:31:01 am »

9
The "for each collision point" loop never executes if the actor's colliding shape is a sensor. It does work if I change the colliding shape to a solid.

10
Old Bugs (1.x/2.x) / Run-time Terrain Regions are "undefined"
« on: February 20, 2012, 06:59:50 am »
If you create a terrain region at run-time via a call like "createBoxTerrainRegion", the object added to the terrain region array is not a terrain region. This does not affect terrain regions created in the scene designer.

11
Shared Resources / Load Custom Cursor on StencylForge
« on: January 28, 2012, 07:06:03 am »
Outdated, see note:
No, the behavior used Flixel code, so it will not work in 3.0 anymore.

You can use the Custom Mouse Cursor behavior from the library instead. 

When the topic came up in another thread, I realized that there wasn't a behavior to alter the mouse cursor which did not have one of two flaws:

1. They hide the cursor and force an actor to follow it.
2. They replace the cursor with code, but require you to embed the new image.

So, I created a hybrid; it uses code to change the image of the cursor, so there is no performance penalty or issue with collisions, but it uses the image of an actor type you specify, so there is no need for hard-coding a file path into the behavior.

You simply attach the behavior to the first scene in which you want a different cursor. It then persists until you change it again without the need to attach the behavior to subsequent scenes (unless, of course, you want to change it).

It is up now on StencylForge as "Load Custom Cursor" by me!


12
Archives / Make debug drawing a scene property
« on: January 22, 2012, 12:48:40 pm »
Make debug drawing a scene property instead of a block. Allow it to be enabled/disabled easily.

13
In a the tileset editor, if you click a column or row and duplicate it, any changes made to the original or the duplicate are reflected in the other as well. It should be creating an independent copy.

14
Ask a Question / .pixels woes
« on: November 09, 2011, 06:35:51 am »
I'm banging my head against the wall on this one.

I'm trying to pull an actor's BitmapData, modify it, then place it back. I do this in my exploding actors behavior, but there the images are static. I'm trying to get it to work with animations, but I'm stuck.

I can pull the entire underlying BitmapData object, modify it, then place it back. The problem is, putting it back displays all frames of the animation at once, instead of one at a time. See the screenshot below for an example. The left two actors have been modified, while the one on the right is the unmodified control.

You can test this yourself with this line of code:
Code: [Select]
actor.currSprite.pixels = actor.currSprite.pixels;
You would think that would do nothing, right?

I've tried using _framePixels, as well, but I can't get that to display the changes even for a second.

Any help would be appreciated!

15
Old Bugs (1.x/2.x) / Tile's collision box is always 32x32
« on: November 02, 2011, 09:00:37 am »
When I create a tile, it's collision box is always 32x32, even if my tile is another size. This causes overlapping collision boxes and "invisible" terrain for smaller tiles, and gaps in the terrain for larger tiles.

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