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Messages - Miasmos Games

Pages: 1 2 3 ... 56
1
Bundled Behaviors / Re: Checkpoint
« on: October 08, 2012, 11:46:07 pm »
I completely forgot about things like sounds and animations. That was dumb *whacks head*. Do you mean like a way to load the game from anywhere? I've been trying to get a custom block working but it has to be global and I'm having problems, but will hopefully get there. Or did you mean you'd like something to flash up on screen when you load? That would be nice but to be honest I think it's going outside the scope of the behaviour. I'll look at ways I can get it to broadcast that it is loading in case a user wants to do that though.

Hmm. I'll change it to simple physics now that that works properly, but I'll also investigate your suggestion. The one problem is that users will likely have a "player" character in each scene already, and the behaviour gets around this by obliterating all instances of the player actor before placing down another at the last checkpoint. I'll take a look though.

Thanks very much for your help!

2
Bundled Behaviors / Re: Checkpoint
« on: October 07, 2012, 11:16:10 pm »
Great to hear, as well as bugs, I'd be interested to hear of things you think should be added.

3
Chit-Chat / Re: Upload A SWF ?
« on: October 06, 2012, 02:32:45 am »
I looked around but I don't think there is a way, sorry. You're probably going to need the project unfortunately.

4
Ask a Question / Re: Make scene move?
« on: September 16, 2012, 12:34:12 am »
But he's asking how he would do that.

If you want it to follow a player, then just look for the behaviour called "camera follow" in the pre-shipped behaviours (which you can see when you attach a behavior to a scene or actor).

If you want it to keep moving in one direction, for instance to the right as happens in a lot of Mario levels, then simply set the camera's position every frame like this:
[Set camera position to {x}, {y}]
Where {x} is the block that says "camera x" + 1. If that makes sense. So you would end up with:
[Set camera position to [camera x + 1], [camera y]. Just ask if that doesn't make sense, as I might not have worded that in the best way.

5
Ask a Question / Re: Downloadable featured content.
« on: September 14, 2012, 03:28:57 am »
It depends on the license. Being featured just means that Stencyl Devs have decided it represents a higher level of Forge content, but the user that created it still reserves the right to do as they will with it. There should be something on its page saying what license it is under. If it says Creative Commons or Public Domain you're fine (although you'll need to reference the designer if it's creative commons). If it's All Rights Reserved then you should check the tileset's description for information on use.

6
Chit-Chat / Re: Stencyl over Gamemaker and Gamesalad
« on: September 04, 2012, 12:56:25 am »
But you had to have a plugin that didn't work on every browser, and more importantly you couldn't play the game anywhere else :P

7
Chit-Chat / Re: Stencyl over Gamemaker and Gamesalad
« on: September 03, 2012, 10:22:16 pm »
I was originally a GameMaker user, but found the software somewhat shoddy. On top of that, they only exported to windows applications until recently, and as you can imagine, it's kind of hard to get people interested in games when they have to download them first, rather than simply being able to use a link on the internet. They were also impossibly slow with updates (nothing for ages and then an update sceduled for January didn't arrive till around April?).

I wanted to use GameSalad when I started looking for an alternative to GM, but it was only for Macs. Then Stencyl popped up for public use and I jumped on board. I'm glad I did :D

8
Chit-Chat / Re: You Are The Final Boss
« on: August 30, 2012, 11:08:24 pm »
1. "Hey I just met you, and this is crazy, but I think I hate you, so go die maybe."
2. A stadium populated exclusively by rage face memes.
3. NYAN CAT.
THE INTERNET HAS SPAWNED A BATTLE.

9
Bundled Behaviors / Checkpoint
« on: August 29, 2012, 03:04:15 am »
Thought I would make a topic for this myself. This is something I've been working on for a while (I started ages ago but decided to wait for 3.0 to release it). I haven't currently added in a global custom block to load the game with but you can test it anyway.

Basically, you attach this behaviour to an actor, set up the relevant stuff, and it should make that actor function as a checkpoint, wherein if you die then the game will go back to the last checkpoint you used.

Attributes:
Actor Group - The actor group to use.
Key Press? - Whether you press a key to press a key to activate the check point.
Key To Press - Obvious.
Fade Time - The time to fade between scenes when loading.

Notes:
There will be a pause in your game while saving/loading - this isn't the behaviour's fault.
It should work everywhere (all platforms) but I'm not sure, so test!
Just download the file and drag into your game. It's an image but it contains the behaviour.
As I mentioned before, there is no way to load at the moment other than when the player dies.
Only put the relevant actors into the group you specify in this behaviour. The way it works is that if one of these actors touches a checkpoint, the game saves. If one of these actors dies, the game reloads.

Basically please test this out, report back in this topic on bugs and any suggestions!

10
I'm currently working to get my Stencyl set-up working again so I can actually make stuff :P But I like the sound of this and it doesn't sound too hard, although those could be famous last words. I'll give it a go though, and perhaps it will work.

11
I think I might actually lock this just so it doesn't get posted on, but I'll unlock it if there's some reason to do so.

12
Archives / Re: your Stencylpedia service
« on: August 21, 2012, 11:08:08 pm »
We used to have it available locally but this was taken out after a massive update to StencylPedia (it would have delayed already late releases further). It will probably be brought back at some point at a guess, although I couldn't say for sure.

13
Chit-Chat / Re: Stencyl is still too difficult to use
« on: August 21, 2012, 11:02:14 pm »
Whenever you make something easier, you usually have to take some flexibility and therefore potential for creating greater games. The reason RPG maker is so easy to use is because it is focused towards very particular games, whereas Stencyl is aimed at making anyone, with almost any dream of a game (within limits)  a game creator. If it was made easier, Stencyl would likely have to be geared towards a specific type of game, and wouldn't be nearly as useful to most people. It's not worth it to change or create a new tool just so a few people can be happy. Stencyl is great for its purpose and is not actually that hard to use. There is plenty of help available for you if you need it.

14
Ask a Question / Re: Switching Scene
« on: August 18, 2012, 05:04:05 pm »
Can you post a picture of the behaviour here? In the behaviour editor there should be a camera button on the bottom right of the screen which you can use to get a shot of the entire behaviour at once. Thanks.

15
Ask a Question / Re: Moving a self-made behavior to my own library
« on: August 15, 2012, 02:23:59 am »
The text file's only required for the description though, so it's not like it won't function without it.

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