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Messages - cabinfever

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I am in a process of turning most of the additional 'clothes' on main actor into images from actors.
The new Image API seems to be an easy and efficient way of handling these extra items.

Now, if the original 'clothe'-actor has some animaton on, can this be somehow easily(?) also used with image instances???
I think image instance is now a static view of what was captures from actor.

Ask a Question / Re: When paused, how to place actors over foreground?
« on: August 05, 2014, 11:11:45 am »

The world is very wide, so I did not want to create this huge actor.
Anyways I got round the problem by using settings actor which occupies only the top portion of screen (where foreground do not exists). Not the most elegant way of doing this, but good enough for now.

The issue with disabling foreground or placing certain actors on top it, still remains.

Resolved Questions / Re: Read boolean attribute from list (Solved)
« on: August 04, 2014, 02:18:01 pm »

this did the trick: asBoolean(asText(myValue))


Ask a Question / When paused, how to place actors over foreground?
« on: August 04, 2014, 02:15:47 pm »

I'm creating Pause-menu for my game. Simplest thing would have been to create sepate scene for pause, but I do not know how to come back (resume) to the original scene and continue from the state where game was paused. The web suggest that pause menu should be build over the actual game scene with actors.

So that is what I am doing now. The issue comes from large foreground images that overlap my pause menu actors. This is not very nice at all. So question is:
* how (when paused) I can place actor above the foreground and thus hide them from the view?

This is bit strange. I was doing some developing and testing with Flash (player) and 'Test Game'...
Testing was going ok. Then I added few actors and tried testing, now:
* Flash player 11 shows up (double the size), with totally blank page
* Stencyl log clears up when that Flash 11 starts, there is just one line of log showns:
"[LOG] Finished building for Flash (or errored out): 1"

I had same event-names/triggers in two custom events. Maybe some better logging could show this?

Ask a Question / Re: phone camera integration
« on: August 04, 2014, 11:21:16 am »
Yes, that was known earlier, but....
Are there any plans/rumors to start support the camera?

Ask a Question / Re: Button pressing issue
« on: August 03, 2014, 07:21:40 am »

I also had an issue with mouse/finger sliding off from the on-screen button (I used the provided Actor Behaviour).
The sliding off from the button would not be registered as "was released on" event. So game logic would think that this key is always being pressed down. I fixed by adding one more if-statement to the end of provided "always" block. This seems to work ok for me.

Ask a Question / Re: Virtual button multitouch
« on: July 30, 2014, 06:49:59 am »
So multitouch works ok through simulated key presses/releases, but not through plain 'mouse down on' method for 'all actors on screen' ??


I made first attempt in seeing how game looks on Android phone (Samsung Galaxy S4).
All the graphics in game are 1x resolution, so I expected phone to upscale them and I would see 8-bit type view.
(I have in Settings -> Mobile -> Disaplay for Android: 'Scale to fit (letterbox) and Maximum Scale '2x' )

Game comes up ok, and I get past main screens into actual game. Then I see that:
* All non moving (anchored actors) are seen ok. These are the HUD-elements
* Only Tile that is seen, is the one that was imported with 2x graphics
* Background is not seen
* Moving actors (which have 1x graphics) are not seen
* Tiles with 1x graphics are not seen

However when game ends and I phase from game to game-over scene, I see briefly that main actors and tiles have been rendered ok ???

Any ideas how to get those 1x moving graphics shown as well?


Update: Now that I set 'Maximum Scale 1x', all the graphics show up ok!!
Log showed following:

[LOG] I/trace   (32324): Universal.hx:162: Stage Width: 480
[LOG] I/trace   (32324): Universal.hx:163: Stage Height: 320
[LOG] I/trace   (32324): Universal.hx:164: Screen Width: 1920
[LOG] I/trace   (32324): Universal.hx:165: Screen Height: 1080
[LOG] I/trace   (32324): Universal.hx:166: Screen DPI: 442.4509888
[LOG] I/trace   (32324): Universal.hx:197: Widescreen (Aspect Ratio > 1.5)
[LOG] I/trace   (32324): Universal.hx:302: Theoretical Scale: 2
[LOG] I/trace   (32324): Universal.hx:314: Max Scale: 1
[LOG] I/trace   (32324): Universal.hx:315: Engine Scale: 1x
[LOG] I/trace   (32324): Universal.hx:388: 1920
[LOG] I/trace   (32324): Universal.hx:389: 1080
[LOG] I/trace   (32324): Universal.hx:390: true
[LOG] I/trace   (32324): Universal.hx:437: Algorithm: Scale to Fit (Letterbox)
[LOG] I/trace   (32324): Universal.hx:669: Scale X: 3.375
[LOG] I/trace   (32324): Universal.hx:670: Scale Y: 3.375

So this one is ok. Stupid me.

Ask a Question / Re: Actor attributes: private vs public
« on: July 28, 2014, 10:00:00 pm »
Yes, that was the one that I was referring of (hidden).

So: Actor attributes are not shared between different instances of same actor type?

Ask a Question / Actor attributes: private vs public
« on: July 28, 2014, 10:41:08 am »

What is the difference between a public and private actor attribute?
I can not find any help on this subject.

Are public actor attributes shared with all actors which are of same type?
And private ones seen only within that specific actor instance?
Or is difference between public and private attribute something else?

Resolved Questions / Read boolean attribute from list (solved)
« on: July 21, 2014, 11:41:32 am »

I have my game actors defined in Game Attribute lists. These lists contain actor types, coordinates and other information about the actor to be created at specific time. (a list of comma separated values (acting as an array))

Some parameters should be booleans. I have tried using 'as boolean' when reading these options but this does not seem to work for neither:
- true or false
- 1 or 0

Any idea how to convert basicly a string into boolean. What should that string contain to make it a true or false value???

Resolved Questions / [Solved] Touching a region - not detected
« on: July 15, 2014, 08:10:17 am »

There was an older topic about issues on detecting region touch with Stencyl 2.x. Now I'm using the Stencyl 3.x and try to use those regions.

I'm trying to create touch screen control buttons (having the top-most foreground showing static image of controls) with regions.
I then name (last created region) each created region with Attributes, so I can refer into them.
However when event, 'when the mouse is pressed on' and then the named region, should happen when mouse is pressed on region noting is happening.

Also how could I make the regions follow the screen when it is scrolling with main actor on screen?

Update: Never got those regions working, so I created invisible (all transparent pixels) actors. Touch events work just fine on them.

Ask a Question / Re: Objects in front foreground
« on: July 15, 2014, 06:22:53 am »
Has there been some way to achieve this in the lastest Stencyl 3.x?
I would like to place mobile touch buttons on top of scrolling foreground. Now those actors are hidden behind the foreground image.

(I got round by that by making one huge tileset out of that foreground image. Naturally no more parallax movement, but I got forward with the project. The main question still remains on how to get those mobile controls buttons on top of foreground.)

Ask a Question / Actor named help does not show up on screen
« on: July 09, 2014, 02:39:42 am »

I had an actor named 'help', I just could not make it show up on screen with 'create help at x,y' command.
The created actor had coordinates and behaviours, but would not show on screen at all.

When changed actor name to something else, the command worked and actor popped up on screen ok.

I spend quite a long time trying to get this working and stencyl 3.x gave no indication why this actor would not show up.
Maybe some future version should indicate reserved actor names somehow??

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