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Messages - xxdanlongxx

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16
Paid Work / [PAID] Need some help with coding.
« on: February 17, 2013, 02:30:24 pm »
Hi,

I'm looking for someone to help me clean up code, fix quite a few issues and help me polish up my game, Pyroclysm. My plan is to put the game on multiple flash portals, iOS, Android (when I can) and also as a standalone game. I've got the basis of the game finished, just need a bit of help and advise.

We can communicate through Skype and I will pay through Paypal.   

You can download the latest playable version of the game here https://www.dropbox.com/s/h8b707p5e74jkt1/Pyroclysm%20Alpha%20Build.swf

PM me for more info.

17
Ask a Question / Re: Actor not getting killed when it collides.
« on: February 08, 2013, 10:52:31 am »
Also, does your Dome2 have multiple collision shapes? I have noticed that in some instances, multiple collision shapes can sometimes cause registry of one and not the other. That's what came to mind for me.

No, only one collision shape.

18
Ask a Question / Re: Actor not getting killed when it collides.
« on: February 08, 2013, 10:25:12 am »
Presumably the non-Dome2 actor has code that makes it kill itself when it hits Dome2? Try disabling/removing that code and see what happens if you have Dome2 kill both itself AND the other actor involved in the collision. Maybe the collision code for the other actor is running - and killing itself - before the collision code for Dome2 gets an opportunity to run. Thus, the second actor is already gone by the time Dome2 checks for collisions.

OK, I will try that when I get a break from work today. Thanks Hectate!

19
Ask a Question / Re: Actor not getting killed when it collides.
« on: February 08, 2013, 09:53:28 am »
Maybe it detects the first actor first, which kills itself, then the second actor's collision detecting doesn't trigger because it's not colliding with anything at that point of check.

After dome2 gets created, there is some kind of a collision happening because when an actor comes down and gets there, the actor gets destroyed and the only way the actor can get destroyed is if it comes into contact with dome2, but dome 2 is not detecting the collision.

20
Ask a Question / Re: Actor not getting killed when it collides.
« on: February 08, 2013, 08:48:28 am »
Is it possible that more than one Dome2 is being created? Try putting a "Print I'm a Dome2" inside When Created for the Dome2 actor type to test that possibility and see how many print.

Only one Dome2 is being created.

Also the when the other actors collide with Dome2, they register that they have collided, but Dome2 does not recognize that collision.

21
Ask a Question / Actor not getting killed when it collides.
« on: February 07, 2013, 11:05:04 pm »
Hey Everyone,
I have an actor at the bottom of the screen called dome1 and when another actor collides with it one time, it get's destroyed and creates another actor called dome2 in its place. This works perfect, so I took dome1 and duplicated it and renamed it to dome2 so that when another actor comes down, this one gets destroyed.
I duplicated code from dome1 for dome2 except I got rid of the last part that says to create another actor when it gets destroyed, and dome1 works perfectly, but dome2 will takes anywhere between 2 and 9 hits to get destroyed for some reason.

Here is the code for dome1.



the only difference between the code for dome1 and dome2 is that I took out the create block so that when it gets hit one time, it is SUPPOSED to get destroyed, but it doesn't.  It takes a random number of times being hit before it gets destroyed. Anyone have a clue why it's doing this?

Thanks in advance.

22
Windows / Mac / Flash / HTML5 / Pyroclysm V .093
« on: January 23, 2013, 09:28:50 pm »
Latest version up. When I play on my pc, the framerate stays at 60 almost the whole time, but when I play on my laptop, it goes up and down a lot.
What could be the cause of this?

23
Ask a Question / Exporting to standalone game
« on: January 23, 2013, 08:48:02 pm »
I am having the error where it tells you to look at stencylpedia and replace the Adobe Air SDK which I did that and am still getting an error.
I am using windows 8. It says in the stencylpedia that "This has fixed 100% of said cases so far." but
it didn't work for me.
Anybody have any ideas how to remedy this?


24
Resolved Questions / Re: Lowest FPS
« on: January 23, 2013, 11:59:33 am »
Thanks! That does make a lot of sense.

I had noticed that too. Even though all of my actors have gotten recycled and there is nothing happening on the screen, it seemed like the fps was a bit slower than in the beginning.

I've also noticed that on my workstation, the fps stays way higher than when I run the game on my old Dell Vostro 1700 laptop. I guess I am going to use my laptop for testing instead of testing on my tower.


25
Resolved Questions / Re: Lowest FPS
« on: January 23, 2013, 09:32:25 am »
Thanks! That is really helpful!

So scene length causes framerates to drop too?

Could you elaborate a little bit on that?



26
Resolved Questions / (Solved) Lowest FPS
« on: January 23, 2013, 08:57:11 am »
What is the lowest framerate a game should run. I know that it fluctuates a lot during gameplay. My game currently stays around 58-60, but sometimes I will see it jump down to low 40's just for a fraction of a second, but it immediately jumps back up to 60.

What should I shoot for in FPS?

27
Ask a Question / Re: Resolution to make game for PC
« on: January 22, 2013, 02:28:51 pm »
Do you mean a flash game or a windows standalone exe file?

A windows standalone file.

28
Game Art / Looking for realistic smoke sprites.
« on: January 21, 2013, 06:17:21 pm »
I am looking for some billowing smoke that can cycle.
I need 3-5 different versions so that it doesn't look like the same thing all the time.
Does anyone have any resources, or do you know how to make some realistic smoke?

29
Ask a Question / Resolution to make game for PC
« on: January 21, 2013, 06:14:51 pm »
What are your opinions on the default resolution to make a game so that it can be played full screen on a pc?

30
Windows / Mac / Flash / HTML5 / Re: Pyroclysm V.079 WIP
« on: January 19, 2013, 07:50:38 pm »
What kind of frame rate were you getting because it doesn't bog down too much on my pc?

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