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Messages - nickquest

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46
Resolved Questions / Re: Persistent Opacity between scenes
« on: August 22, 2014, 05:19:25 am »
Ahh, yes adding a save fixed it.  Thanks again.

47
Resolved Questions / Re: Persistent Opacity between scenes
« on: August 22, 2014, 05:06:41 am »
Thanks. I will try to add a save in there.  Currently I only have the score information saving.

48
Resolved Questions / (SOLVED) Persistent Opacity between scenes
« on: August 21, 2014, 10:40:42 pm »
I have a menu scene with a conditional mute music button called "Music Button 5". When clicked, volume is set to 0% and the opacity of the image is set to 40% to give it a greyed out look. It mostly works except for when I mute the music volume, then play the game in a different scene, then come back to the menu scene. The volume stays muted, but the opacity of the button reverts to 100%.

To try and combat this, I made a number based game attribute set to 1 by default. When the button is pressed and music volume is set to 0%, the game attribute is set to 0. When pressed and set back to 100%, game attribute is set back to 1. So I have an "Always If Game Attribute = 0, set button opacity to 40%". I've tried putting it in the "When Created" event also with no result. I even tried having it in both "When Created" and "Always". No matter what it is reset when I come back to the menu.
Can anyone help with this?

49
Ask a Question / Disable Subpixel Movement?
« on: August 21, 2014, 10:37:31 am »
I am making a game with pixel art and I have all my graphics imported to stencyl at 400% and set to 4x in order to maintain the hard edges. Everything works fine for laying out objects in the scene, they snap to the 4x pixels as if it were a native resolution. However my enemy characters have a follow target behavior and the movement they exhibit doesn't observe the pixels in the same way. I want all objects to snap to the 4x pixels at every stage of their movement, or at minimum I want them to snap to the grid when they stop. Is this possible?

50
Resolved Questions / Re: Sound Effects Going Silent
« on: August 15, 2014, 07:57:10 pm »
YES! It was that simple. Thanks so much! Totally solved. I just designated each sound effect to their own channel and everything works perfectly.

51
Resolved Questions / Re: Sound Effects Going Silent
« on: August 15, 2014, 06:50:01 pm »
Yes it's mainly the punching sound, but sometimes all the sound effects go out too. Though never the music. Separate channels is a good suggestion. Thanks. I will definitely try it out. I could post code, but there are sounds all over the place. Are there any best practices to keep in mind as far as where in a project to put sounds and how they should be triggered?

52
Resolved Questions / [SOLVED] Sound Effects Going Silent
« on: August 15, 2014, 09:25:56 am »
This bug only occurs sometimes after playing the game for a little while, but once the sounds disappear, they generally don't come back until refreshing the browser. Although occasionally one will slip through. Also it's seems strange that sometimes only certain sound effects go away, sometimes all of them, but the music is never effected.

I made the mp3s in Audacity with solid bitrate with no metadata. Does anyone have any thoughts? In progress game is linked below.
http://nickquest.com/hitbox-testing/

53
Ask a Question / Re: Sound effects
« on: August 07, 2014, 12:46:15 pm »
I'm always a fan of freesound.org for any sound effects. Mind the licenses though. All are free to use, a lot are public domain, but some are non-commercial and require attribution. Also, you can generate some authentic sounding Nintendoish effects with this web app. http://www.bfxr.net/

54
Resolved Questions / Re: Why won't Random Velocity work?
« on: August 07, 2014, 12:39:41 pm »
Worked like a charm! Thanks again.

55
Resolved Questions / Re: Why won't Random Velocity work?
« on: August 07, 2014, 11:22:09 am »
Awesome, I will try this after work. Now that you mention it, the enemy does move kind of choppy. I just assumed it was because of my aging computer. I get what you're saying though. The random velocity is constantly being recalculated and just averaging out to look overall like a choppy but constant speed. I assumed it was the max speed from watching and because it was obviously way faster than than the minimum. I've only been working with Stency for a few days, but it's been easier than I expected even for a non programmer. I'm also finding this community very friendly and helpful. Thanks a bunch.  :)

56
Resolved Questions / Re: Why won't Random Velocity work?
« on: August 07, 2014, 04:29:07 am »
I have a stationary main character who is punching enemies who spawn off screen and come towards him. The enemies have the slightly modified Follow Target and are set to spawn off screen each time one dies via a scene event. Here's the full code of the Follow Target behavior and the scene event in question. Thanks for the help, obviously I am very new at this.



57
Resolved Questions / Why won't Random Velocity work?
« on: August 06, 2014, 07:01:20 pm »
I have just modified the standard "Follow Target" behavior a bit for my game, but the random velocity I've tried to set up doesn't work. The enemy always goes at the maximum speed available. Is there something wrong with the way I've put this together, or is the problem likely due to a conflict from somewhere else?

58
Shared Resources / Re: JSON manipulation pack
« on: August 05, 2014, 10:48:50 am »
Thanks to both of you for the quick replies. I'm not a programmer by trade, so this is probably a bit beyond me, but I'm working with a PHP developer to integrate some additional functionality into a mobile game I'm making in Stencyl. So he should be able grasp this. Thanks again. :D

59
Shared Resources / Re: JSON manipulation pack
« on: August 05, 2014, 07:02:26 am »
Does this manipulation pack no longer exist? I can't find it on the Forge. Was it only compatible with older versions of Stencyl?

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