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iPhone / iPad / Android / Re: Zapion [iOS / Android]
« on: June 26, 2016, 11:46:27 pm »
Hi mdotedot,
Thanks for constructive feedback!
Indeed I tried to make it quite hard (so it would last longer). But, as you said, maybe the first few levels should be more easier/simpler.
As for the aiming. I first tried doing the power&gun positioning with one drag&drop, but then you would loose the position of the gun when doing a new aiming/power_control. So I thought, maybe it is better to let user first roughly find the good position for the gun and then fine tune the power level and aiming.
I'll take a look at how to help use see the aim again more intuitively.
As for tutorial, this was my first try in creating a interactive tutorial. I'm not totally pleased with it.
Easier way would just to a bunch of images, but that takes too much space (adding 10 screen captures) on the application.
If I would find an easy way to show video from internet (youtube) on both Android and iPhones, then maybe that would be the simplest way. Then there would be no 'interactive' tutorial to build, just view tutorial video.
Thanks for constructive feedback!
Indeed I tried to make it quite hard (so it would last longer). But, as you said, maybe the first few levels should be more easier/simpler.
As for the aiming. I first tried doing the power&gun positioning with one drag&drop, but then you would loose the position of the gun when doing a new aiming/power_control. So I thought, maybe it is better to let user first roughly find the good position for the gun and then fine tune the power level and aiming.
I'll take a look at how to help use see the aim again more intuitively.
As for tutorial, this was my first try in creating a interactive tutorial. I'm not totally pleased with it.
Easier way would just to a bunch of images, but that takes too much space (adding 10 screen captures) on the application.
If I would find an easy way to show video from internet (youtube) on both Android and iPhones, then maybe that would be the simplest way. Then there would be no 'interactive' tutorial to build, just view tutorial video.
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iPhone / iPad / Android / Zapion [iOS / Android]
« on: June 02, 2016, 05:39:35 am »
Hi,
This little puzzle game finally got ready. Try to shoot an ion into the target.
Opposite charges attract each other and same ones repel the one and other.
(blue and orange represent the charge types...)
Game is meant to be a kind that you can play minute or two, when between things and nothing new in whatsapp...
Youtube video: https://youtu.be/6w15bB7SoHs
And links to actual application:
iOS: https://itunes.apple.com/us/app/zapion/id1116388089?mt=8
Android: https://play.google.com/store/apps/details?id=com.cabinfevergames.zapion
You can change the position of the zapper, change its charge type and finally adjust the zapping power.
This little puzzle game finally got ready. Try to shoot an ion into the target.
Opposite charges attract each other and same ones repel the one and other.
(blue and orange represent the charge types...)
Game is meant to be a kind that you can play minute or two, when between things and nothing new in whatsapp...
Youtube video: https://youtu.be/6w15bB7SoHs
And links to actual application:
iOS: https://itunes.apple.com/us/app/zapion/id1116388089?mt=8
Android: https://play.google.com/store/apps/details?id=com.cabinfevergames.zapion
You can change the position of the zapper, change its charge type and finally adjust the zapping power.
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Ask a Question / Re: App scale issue
« on: May 24, 2016, 09:41:53 pm »
Hi,
I forgot to add that, I do not use the 'standard' Stencyl screen size (Settings -> Settings -> Display).
I try to get right aspect ratio (for modern mobile displays) by using screen size:
320 x 568
Then the 'Strech to fit' does not alter the screen ratio too much on most phones.
(of course on tablets, the display is bit distorted)
I forgot to add that, I do not use the 'standard' Stencyl screen size (Settings -> Settings -> Display).
I try to get right aspect ratio (for modern mobile displays) by using screen size:
320 x 568
Then the 'Strech to fit' does not alter the screen ratio too much on most phones.
(of course on tablets, the display is bit distorted)
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Ask a Question / Re: App scale issue
« on: May 22, 2016, 10:47:34 pm »
Hi,
In the end, I always end up using the 'strech to fit', because in that mode, there are no black borders at all.
(of course the x/y scale might bend a bit, so circle is no longer a circle, but an oval).
In the end, I always end up using the 'strech to fit', because in that mode, there are no black borders at all.
(of course the x/y scale might bend a bit, so circle is no longer a circle, but an oval).
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Ask a Question / Re: Actor to Actor
« on: May 12, 2016, 08:58:12 pm »
Howabout using the: 'for each actor on screen' and then check if actor type is correct and what actor value it has?
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Ask a Question / Re: Actor to Actor
« on: May 11, 2016, 11:06:33 pm »
At actor creation time, you could assign a actor-value for each (something like actorID).
And then later on, you can read that value from the actor in question and check it is correct one to do what you want it to do.
The command is found under Actors -> Properties
Set Actor value
And
Get Actor value
And then later on, you can read that value from the actor in question and check it is correct one to do what you want it to do.
The command is found under Actors -> Properties
Set Actor value
And
Get Actor value
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Ask a Question / Re: same colors for all scenes behavior
« on: April 27, 2016, 11:03:28 am »
Take a look at this very useful extension:
http://community.stencyl.com/index.php/topic,34370.0.html
http://community.stencyl.com/index.php/topic,34370.0.html
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Ask a Question / Re: what benefit to placing some actions in always blocks
« on: April 25, 2016, 05:05:23 am »
Hi,
The always block runs every 10ms.
The drawing block rung every 1/60s -> 0.016ms (so this one is right to update something when it is drawn)
The always block runs every 10ms.
The drawing block rung every 1/60s -> 0.016ms (so this one is right to update something when it is drawn)
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Ask a Question / Re: Attaching behaviors to multiple scenes
« on: April 20, 2016, 11:39:11 pm »
And I presume that there is no way on code level to attach specific behavior into a scene.
The command :
'Enable' behavior [name] for this scene'
Seems to only enable/disable the behavior. Command like 'Attach behavior [name] to this scene' does not seem to exists?
The command :
'Enable' behavior [name] for this scene'
Seems to only enable/disable the behavior. Command like 'Attach behavior [name] to this scene' does not seem to exists?
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Ask a Question / Re: How to protect a game from cheating
« on: April 18, 2016, 10:46:19 pm »
With Flash games, you can see the savefile (and edit it), but how about on mobile games?
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Ask a Question / Re: How can I specify the decimal amount for a certain number to draw?
« on: April 10, 2016, 08:30:58 am »
you need to multiply it by 100 and the use the round function to get the integer portion of the number.
Then you must split the number in two portions, the decimal would be the two rightmost digits (and the integer part of the number the ones on the left side). Then draw those two strings separated by . on the screen.
(note, when the number is less than one second (the length of the number is less than 4), there is no 'integer' portion to print. So some if/then logic is needed for the first second.)
----
Update: Here is the custom block that I'm using to convert the gametimer into 'drawable' text string. However, I decided to use an interger as my gametime counter, which I update every 0.01 second. And then when displaying it, I convert it to xxx.xx format.
Then you must split the number in two portions, the decimal would be the two rightmost digits (and the integer part of the number the ones on the left side). Then draw those two strings separated by . on the screen.
(note, when the number is less than one second (the length of the number is less than 4), there is no 'integer' portion to print. So some if/then logic is needed for the first second.)
----
Update: Here is the custom block that I'm using to convert the gametimer into 'drawable' text string. However, I decided to use an interger as my gametime counter, which I update every 0.01 second. And then when displaying it, I convert it to xxx.xx format.
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Ask a Question / Re: How to get a scene name?
« on: April 10, 2016, 01:10:00 am »
This is my way of getting the current scene name (mine are name like: level_xx, xx going from 00 upwards).
This works ok, while already 'in the game' (in level scene).
But how can one find how many scenes I have which are name like 'level_xx' ? This would be needed in level selection menu.
How would one get a list of all scenes withing the game? (Currently I'm using varible in which I manually set the max value, I do not like to do it this way.)
This works ok, while already 'in the game' (in level scene).
But how can one find how many scenes I have which are name like 'level_xx' ? This would be needed in level selection menu.
How would one get a list of all scenes withing the game? (Currently I'm using varible in which I manually set the max value, I do not like to do it this way.)
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Ask a Question / Re: Custom event triggered by itself
« on: March 09, 2016, 11:01:14 pm »
Hi,
Could you just use a 'do every 1 second' event, and check if game is not yet 'game over' and then create the missing enemies?
Could you just use a 'do every 1 second' event, and check if game is not yet 'game over' and then create the missing enemies?
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Suggestion Archives / Re: feature request: attributes whose scope is local to a specific event
« on: January 28, 2016, 07:39:29 am »
One for me as well!