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Messages - coleislazy

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Chit-Chat / Re: What Have You Been Playing Lately?
« on: July 26, 2013, 11:48:03 pm »
Shadowrun Returns. Awesome!

Game Ideas / Re: Dungeon Crawler Shooter
« on: June 06, 2013, 01:31:26 pm »

Ask a Question / Re: Path predicting (sorta)
« on: June 04, 2013, 06:38:10 pm »
A couple of considerations:

- Stencyl runs in steps of fixed length, so there should be no need to consider FPS at all (getStepSize()).
- Stencyl provides a couple handy functions to convert from pixel units (what Stencyl uses) and physical units (what Box2D uses): toPixelUnits(value:Float) and toPhysicalUnits(value:Float).

Chit-Chat / Re: What Have You Been Playing Lately?
« on: April 18, 2013, 06:23:42 am »
Just finished L.A. Noire (yes, I'm that far behind on games). Probably the best game I've ever played.

Ask a Question / Re: MY GAME KILLED ITSELF
« on: March 07, 2013, 09:53:16 pm »
Check all of your behaviors for undefined custom events. There was a bug that can cause errors if you add a custom event/block but do not set it up before you save and quit. If that doesn't resolve the issue, open your game, then generate and post the logs here.

Ask a Question / Re: logic -> code
« on: March 07, 2013, 09:49:29 pm »
A "code" behavior allows you to create a custom class for whatever purpose you need. It is not called at all by the engine, but it is up to you to to instantiate the class and call functions in it from other behaviors.

« on: March 07, 2013, 09:44:00 pm »
Really? You look more like a Sven to me.

Ask a Question / Re: Custom Blocks Bug?
« on: December 24, 2012, 12:27:15 pm »
Custom blocks work in any behavior active in the scene, whether a scene behavior or actor behavior.

The only "gotcha" is that you have to specify the actor target for an actor behavior custom block to work (its the %0 parameter, there by default). If you don't expose and use that parameter, Stencyl won't know in which actor behavior to execute the block.

Chit-Chat / Re: How do you keep your
« on: December 23, 2012, 12:01:58 pm »
The "bluff" is that you'll take the infringer to court if they don't honor the DMCA. In all truthfulness, it's unlikely to be an actual outcome for those of us who cannot afford lawyer fees and other costs associated with court.

Exactly. Thanks for the clarification!

Chit-Chat / Re: How do you keep your
« on: December 22, 2012, 12:01:05 pm »
The moment you create a work, its copyright belongs to you without any action on your part, for a period limited (or not limited) by your country's laws. Be aware that not everything falls under copyright, like general concepts or even specific game mechanics. All artwork, writing, names, level-layouts, and more are generally copyright, though.

If someone infringes on your copyright on the Internet, the easiest way to deal with it is to file a DMCA notice with the infringer, his host, and his ad providers. They will be forced to remove his page or ads from his page unless he files a counter-claim stating that he owns the material. At that point, you'll have to go to court if you want to press the issue, but most people won't bother calling your bluff and will just remove the material.

Windows / Mac / Flash / HTML5 / Re: Swim [Build 004 - 17/12/12]
« on: December 17, 2012, 12:39:02 pm »
This is one of my favorite Stencyl projects! Glad to see you're working on it again! I like the shadows, and the frame rate was solid for me (I didn't check it, but it didn't feel like anything was wrong). The combat is difficult, though. I don't think enemies should be able to end up on the same space as you. Other than that, its looking great!

Ask a Question / Re: LD25- Need Source code
« on: December 16, 2012, 07:00:25 pm »
Export your game as a .stencyl file, or zip up the game's folder. There's not really source code for a Stencyl game, but all the files for your project is what they're looking for.

Ask a Question / Re: How to implement a third party API in Stencyl?
« on: December 15, 2012, 01:59:29 pm »
In 3.0, you would implement it as an extension (which requires a small amount of coding), but it would only work on the Flash target.

Extensions / Re: Raycast API
« on: December 12, 2012, 01:35:56 pm »
I saw in another thread that you may have fixed your problem. Is that correct?

Extensions / Re: Raycast API
« on: December 11, 2012, 02:51:28 pm »
That would be one way. You may be able to use the nearest cast and check if the returned value is null, also.

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