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Messages - linai

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16
Ludum Dare 29 / Re: Sub-Terraria Zero
« on: May 05, 2014, 09:06:23 am »
Liking that logo, except I'm not a huge fan of the "terraria" font. Just something about its variable thicknesses seems weird to me (when paired with the other logo parts in particular.) The "Sub" part is very nice indeed. :)

17
Ask a Question / Re: Random Actor Generator
« on: May 05, 2014, 08:56:56 am »
Hi,

You can create a custom event using the event list on the left side of the Events or Behavior editor. Add an event: Advanced->Custom Event. Then enter a name in the white box at the top of the block. Anywhere you want to call it, you just need to use the Behavior->Trigger event ___ in all behaviors for self (or some variation of that block, depending on your setup) and type in the name of the event in that white box.

The random number generator block is in the Numbers & Text->Math section.

18
Ask a Question / Snap to "virtual pixels?"
« on: May 05, 2014, 08:27:16 am »
Hello,

I'm currently playing around with making a very low resolution game. I would like to use the Scale: 4x setting to scale the game 4x. Works great... mostly.

Here's the issue: when scaled to 4x, the actors no longer snap to the new "virtual pixels." So, if i have an actor moving at a speed slower than 1px per frame, it can move physical screen pixels, which are less than my new, 4x scaled up, "virtual pixels." Is there any way around this other than somehow rounding the drawing coordinates before drawing each actor?

I've attached a small .gif to illustrate what i'm talking about.


Thanks!

19
Ludum Dare 29 / Re: LD 29 - Drop Up (Shadow Dreamer)
« on: April 29, 2014, 07:26:43 am »
Fun game,  pretty well executed. I thought it felt a little "slow" for some reason, though I'm not sure I could've handled it being much faster. ;) Strange.

20
Ludum Dare 29 / Re: Bone Up (Game inside)
« on: April 29, 2014, 07:16:17 am »
Cute game. Fun graphics (except for the yellow text, which was a bit hard to read. ;) ) Bonus points for unexpectedly making me use a binary searching algorithm in a cute dog digging game. Well played sir.

Good work.

21
Ludum Dare 29 / Re: Sub-Terraria Zero
« on: April 29, 2014, 06:28:12 am »
Great game Photon. Fun platformer and the lighting effects really work well. I've been trying to work out a multi-light system myself, so it's nice to see it being done successfully in Stencyl. :)

22
Ludum Dare 29 / Re: Ludum Dare 29 - April 25 - 28
« on: April 15, 2014, 06:00:31 pm »
Would love to give this a shot (using Stencyl of course), but alas, I am with "ipe" here. Final exams smack across that timeframe. :(

23
Ask a Question / Re: Sub-pixel positioning / drawing?
« on: September 06, 2013, 03:19:14 pm »
Thanks for your reply. I think you have the gist of what I'm asking.

Because technically speaking, you can't "move" an actual image less than a pixel. That's just not possible anywhere, anytime.

I kinda disagree with you there.

I'm used to coding using OpenGL, etc. and there is an arbitrary relationship between drawing coordinates and screen pixels. Most modern graphics hardware is actually very good at interpolating colors to draw the "data pixels" in the texture at non physical pixel positions or even scales.

24
I came across this page that lists a few good pixel art tutorials. I haven't looked at them all, but the page seems to be a pretty good collection: http://www.pixelprospector.com/the-big-list-of-pixel-art-tutorials/

25
Ask a Question / Sub-pixel positioning / drawing?
« on: September 06, 2013, 02:38:12 pm »
Hello,

I'm pretty new to Stencyl and have a question about drawing. For my game's style, I would like to be able to draw some of my objects at subpixel positions. For example, some of my actors need to move a small (less than 1 pixel) amount each frame. Currently, it looks a bit rough as the drawing is being snapped or clamped to the nearest pixel. I understand that the performance might be better this way, but I would like the ability to at least selectively disable clamping.

From my previous experiences with Flixel, I know that you can use the "advanced" rendering solution to do this. It can be "activated" by, for example, rotating your sprite by 0.0001 degrees. I can't get this to work here, however.

Any ideas on if / how this would be possible?

Thanks.

26
Chit-Chat / Re: What is your favorite game .. ever ?
« on: September 05, 2013, 09:40:05 am »
I have several favorites:

Mirror's Edge
Rayman 3
Megaman series
Decent 3 - (so many hours of multiplayer with my friends.. good times...)
Portal 2

Not a video game, but Axis & Allies (not the PC version)

27
Ask a Question / Re: Is it possible to do a collab with someone?
« on: September 04, 2013, 05:36:15 pm »
It should be possible to keep your game in a Dropbox (etc.) shared folder... I haven't tried this myself yet, but it should work. Again, however, you won't both be able to work on it at the exact same time.

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