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Messages - Siren Games

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Toolset Extensions / Re: Easy RPG Creator for Stencyl 3.0 (ALPHA V0.3.4)
« on: December 24, 2017, 02:48:26 am »
Sorry everyone, but no, this extension is no longer being worked on.  I realize we had been giving some false hope unintentionally, but since we haven't even touched this in over a year I think I can officially declare it abandoned.

If anyone is interested in working from what we had I'm sure I can get in touch with the programmer on the project and get you access to whatever we have.

Sorry to any disappointed Stencylers out there. Good luck on your future game dev endeavors and merry Christmas.

Extensions / Re: Joints Extension
« on: August 21, 2017, 08:23:25 pm »
I've actually just decided to go with a simpler route, to be honest.  The extension is great and everything else seems to work alright, so I'm guessing I'm just missing something, but there's a million ways to "anchor" an actor to another actor, which is all I needed at the moment, so I'll pick another method.

Thanks though!

Extensions / Re: Joints Extension
« on: August 09, 2017, 03:58:26 am »
Hey!  Just came across this extension and I've been toying with it to see if it would be beneficial to work into my project.

But... the Joint Sandbox demo doesn't download anymore on the Forge and I can't figure out how the weld joint works.  I assumed that since there really weren't any blocks to configure it, that it'd just work automatically, but that's not the case.  When I turn on debug drawing it looks like a second (and sometimes a third depending on the coordinates I give it?)  joint is being created between the point I declare and the center of the first object.  This joint stretches when the other object begins to move.  I've tried changing all sorts of physics options on the "glued" object, but nothing seems to help.

Any advice?  Am I missing something?

Ask a Question / Re: Sometimes Animation doesn't play
« on: April 25, 2017, 03:57:48 pm »
Can you post a screenshot of your code blocks associated with the animation change?  Do you have a proper wait time to let the animation play before killing the actor?  It really could be anything at this point with such limited information on how you set up your behavior.

Ask a Question / Re: Swipe style camera movement?
« on: April 25, 2017, 03:32:32 pm »
Yeah, that's exactly what I'm looking for, but in 4 directions.  Which shouldn't be much different.  If you wouldn't mind posting it when you can I'd seriously appreciate being able to look through how you did it.

Ask a Question / Swipe style camera movement?
« on: April 25, 2017, 02:51:46 pm »
Hey guys.  I've been toying around with this camera system for about an hour and i just can't seem to wrap my head around how to get it to work.  So before I drive myself crazy or scrap the idea I thought I'd post here and see if some more intelligent folk could help me out.

I have a large scene (larger than the screen size) and I'm trying to enable a click and drag camera system.  So when you click the mouse on the map and drag left, the camera moves to the right, not unlike navigating a mobile device.  Basically wherever the mouse clicks should feel like it's holding the map and moving it's position about.  I don't need any sort of momentum on it so the camera can stop moving the instant the mouse button is released.

Currently I'm using an actor I'm calling CameraController which spawns in the center of the screen position using X and Y mouse + camera x and y position.  Then on that actor I'm using When Updating that checks if the mouse is down and setting the x and y position of the actor to (And this is the part I'm wrong) x of mouse - screen width and y of mouse - screen height.  Now, the dragging to move thing works perfect. If I click and drag the camera moves exactly right and is very smooth. 

The issue is that every time I click it takes my camera back to the top left of the map each time.  I can't seem to figure out how to prevent this from happening.  I've tried adding the x and y of camera to the x and y of mouse, but that causes worse issues of the screen jumping around like crazy.

Any ideas?

Ask a Question / Re: Enemy's left and right animation
« on: April 25, 2017, 02:28:14 pm »
You could also dig through the behavior you're using and find wherever it tells the enemy to change movement directions (probably Set X Speed) and right after that add in a similar block of code you used for your player (Switch Animation).  This time its just not controlled by user input.

Good luck!

Toolset Extensions / Re: Easy RPG Creator for Stencyl 3.0 (ALPHA V0.3.4)
« on: January 02, 2016, 12:28:03 pm »
Hey guys, just a little update on the ERC status.

Over the holidays we've been working here and there on ERC and we are hoping for a new update by the end of January.  We don't want to make any promises as we're both trying to make ends meet and it's not easy to make money doing what you love, especially when what you love is making indie games, as I'm sure you can relate to.  Because of this we're spreading our resources very thin trying to finish projects and such. 

Transparent financial stuff:
Unfortunately, ERC hasn't been a top priority since we realized that we have to pay bills and it won't ever help us do that.  We've earned less than $10 through Adfly since our original post regardless of it's huge popularity through Twitter and here on the Stencyl forums.  Because of this disappointing news I've given the option for a direct download of the last stable release to start cutting Adfly out entirely.  It's available in the original post just below the adfly link, which you can still use if you want to toss us about a 100th of a penny for our hard work.

I've also posted a link to our Paypal donation page in case you'd like to donate a bit more than what Adfly can. We believe in this extension and we truly want to bring it to everyone we can, regardless of whether it pays our internet bills or not.  But life doesn't care much for good intentions, so ERC is currently on our backburner until we are more established.

We hope you all had happy holidays and a good new year!  Here's to a new year's resolution of releasing a new version of ERC for the Stencyl community!

Very cool idea. You mentioned open world survival but I'm curious whether the game-play would be enough to engage a player for hours/weeks/months. Are there going to be victory goals, story line, or a super enemy to overcome? Or is it a keep on building and expanding type of game.

Thanks for the query and sorry for the late reply.  Been busy over here.

The game is very much a "choose your own goals" type of game.  The survival aspect increases exponentially each time you take on a new beast or colonist because they also require the same amount of food as you, or more (especially for beasts).  Surviving will be important, but mid to end game content will be primarily based on building more and expanding in order to supply your colony with food and resources.  The end-game goals will include taming the most danerous of monsters in order to destroy opposing factions.  These factions are randomly generated as the game is played and will be different each play-through.  There will alsways be at least one unfriendly faction with the possibility of new factions emerging every time a new humanoid is spawned into the world. 

In essence, the game is very much a creative "craft your own adventure" type game that requires players to create their own goals and possibly even moral laws.  Do you keep slaves or free men?  Do you crush your allies to take their supplies and territory?  And in the end, maybe you just want to play as an adventurer taking on monster hunting contracts rather than rule your own civilization. 

These are the types of choices we hope to pass onto the player with a huge sandbox of opportunities and tools at their disposal.

10/19/15 Update:

Just thought I'd post some progress on the game along with some future goals and plans to keep this topic updated.

Newly added features:
 - Build menu complete
 - Fences are now in-game
 - Tents are now in-game
 - Storage chests are now in-game.
 - All build items can now be placed and rotated freely

Art updates:
 - Began work on new desert flora
 - Began work on new ground textures
 - Began implementing new biome art
 - Finished animations on Onych beast
 - Adding recolors of beasts and travelers

 - Interviewed a candidate for Marketing and Media Manager (outcome pending)
 - First official trailer for Tame will be ready for the public by November 1st
 - Beginning work on the Steam Concept page
 - Beginning work on Kickstarter campaign

Looking for closed alpha testers (No NDA) - Message us or leave a comment here if you're interested in testing the game before the public release.

Resolved Questions / Re: Custom Block Bug? 3.3.2 (3.4) b8734
« on: October 18, 2015, 08:58:54 pm »
Since the Actor parameter wasn't used I'm assuming you wanted to trigger the custom block of that actor from another behavior.  To do that you need to use %0 which will give you a dropdown to select the correct actor whose custom block you want to trigger.

Oh wow.  I can't believe I did that.  I created a new Actor block field instead of using the self field.  I guess I assumed the self field was ONLY for self and couldn't be changed, so I created a new one.  I edited my behavior and it actually works JUST fine now.  So not a bug in Stencyl, just operator error.

Thanks for all the help, everyone.  I'll throw a solved tag in the title here and we can consider this case closed.  Bada bing.

Resolved Questions / Re: Custom Block Bug? 3.3.2 (3.4) b8734
« on: October 18, 2015, 07:04:37 pm »
use this
instead of set current hp = currentHp-damage.

look at your block you have an actor parametre but he is nowhere to be found in your code.
you have to set the current hp of the actor.

so should be

the block
for actor set current hp to  (for actor get current hp fromhealth behaviour - Damage) for health behaviour

Thanks for the idea.  I've actually dabbled with those behavior blocks before and I knew there was another way to change hit points like that.  When I first started Stencyl I figured out a way to do it with game attributes, but in this case I just wanted to get a better understanding of custom blocks so I wanted to go that route.  I redid my code and set it up using the behavior blocks (only needed the two of them to create a reasonably dynamic damage/attack system) and it's now working perfectly.  So thanks for reminding me I could do this with these blocks.

I'm fairly certain I did have my custom block set up correctly though, so I'm thinking it's just a bug and I hope it gets fixed soon so I can get back to working with them.

Resolved Questions / Re: Custom Block Bug? 3.3.2 (3.4) b8734
« on: October 18, 2015, 04:53:57 pm »
You don't need to specify an actor.  Just as long as you have that there, it'll work.

The problem is that the block is used in the projectile , not inthe actor that should receive the damage.

Yeah, it isn't being used by the actor receiving the damage, but it should still work as is.  For instance, in my game I have the player's health manager and I have the enemy behavior.  I can use the player's health manager behavior custom block in the enemy's behavior to deal damage to the player.  It doesn't need to be used in a behavior attached to the actor, just needs to be used ON the actor with the behavior.

Alright... so does this mean I have it set up correctly and it's just a bug?  The health system that actually detracts the health is on botht he player and the enemy, and the projectile is the one using the custom block, telling it to reduce the health.  The actor in the custom block is defined with the group tag.  So that SHOULD work, right?

Resolved Questions / Custom Block Bug? [Solved - False alarm]
« on: October 18, 2015, 02:57:34 pm »
Hey guys.

I thought I saw a place for bug reporting on the weekly build (b8734), but I can't seem to find any and the "Let us know if you run into any issues" link sends me to the ask a question forum, which seems less than ideal for bug reporting.  But if I'm posting in the wrong spot, please let me know or feel free to move the topic.

Anyway.  I've been toying with custom blocks in the new build and either I'm completely misunderstanding how they work, they've changed in the latest build or they're broken. I've created a simple "Deal X damage to Y Actor" block within a health system behavior, which is attached to enemies and the player (and anything else that might have health later on).  For testing purposes I created a separate event within the health system to check to make sure I set up the block correctly.  I made it a When mouse is pressed on self, deal 10 damage to self.  Works like a charm.

Next I created a projectile, added a damage dealing behavior so I could configure damage of certain projectiles and added a collision event.  The collision even is working great and I know this because the projectiles are being destroyed when they come in contact with the enemies, BUT the deal x damage block isn't seeming to work. 


To try to debug this I created the exact same behavior in a scene behavior and attempted to deal damage through group on group collisions and still couldn't get damage to be carried out, though the collisions were firing correctly and projectiles were being destroyed (Even used print commands to verify that I didn't have something else destroying the projectiles) Finally I set up the same behavior within the health system and even tested it in an event on the enemies and the deal damage block seems to work great. So unless I'm misunderstanding how they're supposed to work, they aren't working in behaviors attached to actors that don't also have the custom block definition attached, nor their events.

For starters does anyone have any ideas why this might be happening other than a Stencyl bug?  If so let me know and I'll do some more debugging to be sure that this isn't an issue on my end.

Thanks in advance for any suggestions or feedback on this.

Journals / Re: Grimore: Awakening
« on: October 13, 2015, 03:30:34 pm »
Hey guys,

Thanks for the awesome reply to my comment.  I felt like I was being overly harsh but I see now that the demo is just out of date and you guys are definitely picking up steam.  That's great!  I'm excited to see more.  The art looks pretty good so far.  It seems very scifi to me, but I'm glad you didn't go with a traditional human character.  We play humans in real life, it's fun to be something different in games.

So is the sequel also being developed by you, or another team?

As far as helping on your project, we (Everbrave Interactive) just announced a big project of our own and it'll be taking up all of our time.  We appreciate the offer though.  Perhaps if things change I'll let you know.

Anyway.  Thanks for the response and for clearing up my questions and confusion.  I'll keep watching the project.  Good luck to you!

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