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Messages - linai

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1
Chit-Chat / Re: Low Rez Jam 2014 (ends on May 19th)
« on: May 09, 2014, 06:28:22 pm »
Sorry,  the new "image" blocks are how you can access the new "image API," so that was all i was referring to. You should check out the image blocks in the newer betas, some really interesting stuff is possible using them. :) I've just been playing around with them the last couple of days myself--great stuff!

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Chit-Chat / Re: Low Rez Jam 2014 (ends on May 19th)
« on: May 09, 2014, 03:43:50 pm »
... What I mean by that is the pixels (now 4x4 blocks from the scale up) will move through 4 pixels of space to get to the same location as a 1x1 block would do in 1 pixel of space...

Ceosol, see the previous page of this thread for some ideas of how to get around this. Essentially, designing / running the game at 1x and then using the image API to scale a 32x32 px area up to fill a larger window. This will eliminate "subpixel" movements, even with physics.

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Ask a Question / Re: Randomly generated scenes and enemies
« on: May 08, 2014, 04:09:17 pm »
So, i take it you are more interested in procedural level generation? If so, yes, it is possible but certainly not trivial. It will involve a good amount of work and is going to be quite a steep learning curve, especially if you do not already have programming (specifically the logic of programming) experience. Basically, it's not going to be a simple matter of stringing together a few blocks, but it is possible.

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Chit-Chat / Re: Low Rez Jam 2014 (ends on May 19th)
« on: May 08, 2014, 09:02:35 am »
Haha NobodyX! Self-immolation?? Your game looks.. interesting indeed...

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Chit-Chat / Re: Low Rez Jam 2014 (ends on May 19th)
« on: May 08, 2014, 07:04:00 am »
Just make sure you find a way to keep your pixels constrained to the enlarged pixel grid (as per the rules!) At this point, you're probably going to have to design your game unscaled, and then use the image API to upscale a portion of the game to fill the window... Bit of a pain, as you must manually keep track of your "gameplay view," but that's the only way that seems to work (thanks to NobodyX for suggesting it.)

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There are several ways you could do this, but i would probably simply create two regions in the scene editor, and then use the "when the mouse is pressed on region" event (it works for touches as well) to determine presses... Depends on the game though.

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Ask a Question / Re: How to read FPS Monitor?
« on: May 07, 2014, 10:47:35 pm »
For example, the MEM figure helped me realize that I was creating waaaay too many unneeded objects (that weren't being collected) when using the image API earlier. So, it can be useful to debug object creation, but doesn't give a good idea of actual memory usage.

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Ask a Question / Re: Snap to "virtual pixels?"
« on: May 07, 2014, 03:29:08 pm »
Thanks much for your reply! I'm looking into the image API as we speak to try the method you're describing. (Ideally, this is how i think the "Scale" setting should work... or at least how I expected it to work... Taking the main buffer and simply scaling it to fit the window.)

Granted, using the image API to accomplish this isn't ideal, but may suffice for this since it's so low res anyway (it should be able to keep up.) Plus it'll give me an excuse to explore the image API finally. :)

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Chit-Chat / Re: Low Rez Jam 2014 (ends on May 19th)
« on: May 07, 2014, 02:30:29 pm »
Ah, interesting NobodyX. Thanks for that info! I haven't dug into the image API yet.

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Ask a Question / Re: Snap to "virtual pixels?"
« on: May 07, 2014, 10:21:09 am »
Yes, though keep in mind that it is actually only one pixel at a time as far as the game is concerned. I'd like to be able to have speeds of less than one, but render as if you literally scaled the unscaled 1:1 screen 4x. i.e. everything is now rendered on a 4x4 grid.

I can do it in other engines, I just can't figure out a way to force Stencyl to render this way (at least without some seriously inconvenient trickery, like manually storing coordinates in an attribute and manually moving the actor to the rounded coordinates. This of course, adds a lot of extra hassle and does not play nice with anything else in Stencyl that is coordinate based, such as speeds, physics, tweens, etc etc etc.)

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Chit-Chat / Re: Low Rez Jam 2014 (ends on May 19th)
« on: May 07, 2014, 09:50:04 am »
So, I'm trying to make a low res game for this jam, and I can't get Stencyl to render the actors at whole "virtual pixel" increments when scaled up. (See attachment.) I've created a thread in Ask a Question about it, but haven't had any insight, so I thought I'd post here (since it's related) and see if anyone's found a solution.



NobodyX, is that made in Stencyl? (Looks interesting, by the way. :) )

Also, 8x or 16x would be fantastic, not just for this jam! ;)

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Ask a Question / Re: Snap to "virtual pixels?"
« on: May 07, 2014, 09:37:46 am »
Thanks for your reply!

My issue is that I want everything to move (or more specifically, to be rendered) in whole "enlarged pixel" steps. If you look at the first animation, the clouds are moving in screen pixels when the game is scaled up, due to the fact that they are moving less than one "coordinate" (unscaled pixel) per frame.

I am wanting a way to maintain a whole "virtual, scaled pixel" rendering (as you can kind of see in the location of the clouds moving as the camera pans in the second animation.)

Thanks!

(I'm aware of the move self to... blocks, but that will not suffice as i would have to use a whole number speed to achieve the effect i'm looking for when scaled up. A speed of 1 is far too fast for these drifting clouds.)

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Ask a Question / Re: Random object spawn not spawning randomly.
« on: May 06, 2014, 05:28:29 pm »
Since you only have two options, I would probably change your "otherwise if" into "otherwise," since it is theoretically possible that you would get neither condition (no hurdle will be spawned if you randomly generate "2" on the "if" and "1" on the "otherwise if".) Possibly better (more flexible) would be to store one randomly generated number in an attribute before the "if" and compare its value in the "if / otherwise if." Currently, you will eventually run out of "hurdles," since they will not always be replaced...

Don't know for sure that is causing the effect you're seeing, but thought i'd mention it (it's likely the culprit).

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Ask a Question / Re: Snap to "virtual pixels?"
« on: May 06, 2014, 04:16:26 pm »
Juuust wondering if anyone has any insights on how to accomplish this...

Attached is an example of what i am looking for (not from Stencyl.)

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Ask a Question / Re: In game Teleport mechanic
« on: May 05, 2014, 01:32:02 pm »
Are you wanting instantaneous teleportation to the tap point, regardless of where the tap is? Or are you wanting the platformer character to move to your tap point, realistically? Ooor, are you wanting the character to just "walk" towards the tap point as a method of control? Or are you wanting a levels map (like Photon suggested?)

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