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Messages - DarkTimmy

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Dialog Extension / Re: [SOLVED] Various Questions
« on: January 10, 2014, 04:50:40 pm »
Sorry about taking so long to get back to you both. It might be a couple more days before I have access to my own computer again, so bear with me until then.

No worries! Thanks for the reply!


Dialog Extension / Re: [SOLVED] Various Questions
« on: January 08, 2014, 02:20:44 pm »
Thank you so much for donating!

Could you explain what you mean by pausing while speaking?

edit: Irock also said thank you!

Yes! I think I should say - is it possible to stop the flow of dialog using the built in pause function in Stencyl. Right now when I have dialog appearing on the screen and hit pause it just keeps on coming. I can imagine that is something you want to happen most of the time but is there a way to directly pause the words as they are being drawn.

I'll be the first to admit I might be missing something obvious.


Dialog Extension / Re: [SOLVED] Various Questions
« on: January 08, 2014, 10:01:15 am »
OK - I have a question.

Is it possible to pause the dialog while someone is talking. I realize that is an unusual circumstance but it has come up in one of my games. The main characters can have a long conversation and it would be nice to have them pause speaking.

Mostly curious!

Thanks so much again! Oh yes - I did a donation to your cause - GREAT WORK!


Windows / Mac / Flash / HTML5 / Re: Cosmic Clicks Done!
« on: January 03, 2014, 02:51:51 pm »
Ah, I see yes!

So the basics of the game are setting up a timer (mine is on 1/10 of a seconds) that you run a formula on. I believe it was something like:

Do every 1/10th second.... Total = Total + (bonusA times amountA) + (bonusB times amountB) + (bonusC times amountC), etc etc

That was about it in terms of the main programming. I also tracked the amount you owned of things in a global variable and such. I used Stencyl 3.0 and some of the comminuty extensions for numbers so I could display things like "1000000" as "1,000,000" and have it look nice.


Windows / Mac / Flash / HTML5 / Re: Cosmic Clicks Done!
« on: January 03, 2014, 02:32:33 pm »
Hey man. I am loving the looks of this game! Could you maybe link any helpful resources or tutorials for this type of game as I would like to make one :) Thanks

Well, some good news for you. This game is mostly math based in that it deals with relatively simple number tracking and calculations for various things. The art and such was really straightforward. I created a basic math behavior to track amounts and bonuses and from there just made a bunch of buttons and then art for the spaceship. It was hands down the most straightforward game I've made and the shortest development wise.

I was looking at games like cookie clicker and putting a spin on the clicking and collecting they do. My twist was the Steve and Max angle from Boss 101. They essentially narrate the game as you play. Fun stuff.

Hopefully that answered your question but if you have more - please ask!


Windows / Mac / Flash / HTML5 / Re: Cosmic Clicks Done!
« on: January 01, 2014, 01:12:19 am »
Yes, but you forgot one thing... why would i play this when i COULD be playing Hello Kitty Island Adventure 2?

You SHOULD be playing Hello Kitty Island Adventure 2! Just let Cosmic Clicks hang around in the background and rack up points!


Windows / Mac / Flash / HTML5 / Cosmic Clicks on Newgrounds!
« on: January 01, 2014, 12:59:45 am »

Just finished up Cosmic Clicks and will be putting it up on FGL in a few days.

It’s a game based on the Cookie Clicker concept and I’m pretty happy about how it turned out. A short post mortem is I started on it about 3 weeks ago after Dan Devil went up for bidding on FGL. The whole development process went well and I mark that up to Stencyl’s ease of use and my growing familiarity with it. 

From the screenshots you can see  STEVE and Max make a return from Boss 101. I have to say the Dialog System Justin and Cory created was a great help for the last half of development. I added the dialog a little later in development and planned to use the same system I used on Boss 101 – which was a nightmare in a lot of ways. Boss 101 used a lot of list entries that were hard to check and verify - UGH! HAHAHA

At any rate – I ‘ll keep you posted when it goes live so you can check it out if you like. In the meanwhile enjoy some screenshots from the game!

Best, -Tim

Title Screen

Game Screen

Extensions / Re: Time Conversions
« on: December 26, 2013, 04:31:39 pm »
That error seems unrelated to the extension.  Does disabling the extension stop that error?

Yep, there must have been something up with the scene. It was entirely empty except for that one thing. I deleted the scene, made another and re-added just the above. Worked fine. Strange.

Thank you Rob!


Extensions / Time Conversion Extension
« on: December 26, 2013, 04:02:08 pm »
Tried out the Time Conversion extension and started getting errors in the latest build. Maybe I'm doing it incorrectly?

Setup like this...

gives me this:

Code: [Select]
TypeError: Error #1034: Type Coercion failed: cannot convert com.stencyl::Engine@95d80b1 to com.stencyl.models.Actor.
at Type$/createInstance()[C:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe/std/flash/_std/Type.hx:135]
at com.stencyl.behavior::Behavior/initScript()[c:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe\lib/stencyl/1,00/com/stencyl/behavior/Behavior.hx:78]
at com.stencyl.behavior::BehaviorManager/initScripts()[c:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe\lib/stencyl/1,00/com/stencyl/behavior/BehaviorManager.hx:97]
at com.stencyl::Engine$/initBehaviors()[c:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:955]
at com.stencyl::Engine/loadScene()[c:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:761]
at com.stencyl::Engine/begin()[c:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:622]
at com.stencyl::Engine()[c:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:469]
at Universal/init()[c:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe\lib/stencyl/1,00/Universal.hx:57]
at Universal/onAdded()[c:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe\lib/stencyl/1,00/Universal.hx:36]
at flash.display::DisplayObjectContainer/addChild()
at Universal$/main()[c:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe\lib/stencyl/1,00/Universal.hx:571]
at Function/
at Function/<anonymous>()
at Reflect$/callMethod()[C:\Program Files (x86)\Stencyl3_OpenFL2\plaf\haxe/std/flash/_std/Reflect.hx:56]
at ApplicationMain$/begin()[Export/flash/haxe/ApplicationMain.hx:56]
at ApplicationMain$/preloader_onComplete()[Export/flash/haxe/ApplicationMain.hx:83]
at scripts::StencylPreloader/onLoaded()[Source/scripts/StencylPreloader.hx:302]
at ApplicationMain$/onEnter()[Export/flash/haxe/ApplicationMain.hx:75]

Dialog Extension / Re: [SOLVED] Various Questions
« on: December 26, 2013, 03:29:44 pm »
Awesome! Really appreciate the followup! I'm really loving this extension. It's saved me so much time already compared to Boss 101! The editing and ease of use are great. Triggering is well done and the whole thing works about as well as I could imagine it!

Thank you!


Dialog Extension / Re: [SOLVED] Various Questions
« on: December 25, 2013, 03:47:46 pm »
OK - I love this and I had a question about setting up dialog advancing using a mouse click.

So I have a scene where dialog is spoken and I want it to stay on till the mouse is clicked on a particular actor. At that point the next part of the dialog is spawned.

I was looking at the Sample Dialog Scene and I see the <but> command being used but I am not quite getting where a specific dialog is referencing a specific set of button commands. Things like the V, C, and X command are defined in the Scripts but I seem to be missing how a specific dialog uses a specific command when you see a <but> reference.

Maybe there is a way for an actor to send the message to the dialog to advance? Alternately is there a way to set up two separate dialogs and have a mouse click on ActorA clear out the old dialog and start a new one?

I hope I explained this well and great job on the extension!


Dialog Extension / Re: [SOLVED] Various Questions
« on: December 21, 2013, 01:35:10 pm »
Should be lineSpacing in Styles > Dialog Style > Dialog Base

Got it to work - thank you!


Dialog Extension / Re: [SOLVED] Various Questions
« on: December 20, 2013, 08:41:41 pm »
One more question - which of the settings is the one that controls the text spacing between lines. I wanted to decrease it a little.

I believe I have most of what else I am looking for going at the moment. Really great extension! A lifesaver!



Dialog Extension / Re: [SOLVED] Various Questions
« on: December 20, 2013, 07:12:22 pm »
Pretty much everything you just described is in the "Character Scripts" preferences, I think.

Hey, it looks like it is! How come you know everything?



Dialog Extension / Re: [SOLVED] Various Questions
« on: December 20, 2013, 06:44:14 pm »
Cool deal. I think I have some of it going now. I was able to replace my portraits with the default ones from the dialog sample game.

I was also looking for where the size parameters were setup for a portrait being drawn and the dialog adjusting itself. Basically what I want to do is always use portraits so I don't really care too much about re sizing the text box dynamically.

Where does the image get called out and placed? I see the <face 1> call but I don't see where it's positioned.

This comes at a nice time since I am wrapping up a game and would love to drop in some dialog for my main characters. I WISH I had this thing on Boss 101 which had tons of dialog hard coded into lists. It was a pain to edit and change - hence the spelling and grammar errors still in it! HAAAAAAAAAAAAAAAAHAHAHAHAH!

Thanks again - great stuff!


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