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Messages - letmethink

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iPhone / iPad / Android / Re: Golf Zero (coming next week)
« on: March 12, 2017, 12:49:37 am »
Good luck with the release!

Extensions / Re: Some sort of zooming extension
« on: February 14, 2017, 01:29:49 pm »
Thanks a lot, but...
What is the "prepare zoom" block for?
What is the "base zoom" block useful for?

Also, I see the code suggested in other threads for making zoom seems to work in Flash and HTML5 too. So, why can't this extension work on these two formats?
An important issue: when using the "draw on HUD" block, the text appears pixelated and is not removed when you change it or stop drawing it.

The prepare zoom block can currently be used at the start of each scene to make scene transitions the correct size when zooming (otherwise they are messed up)

This extension allows zooming out. Due to the different rendering method of tiles on flash, it would be difficult (and exhaustive) to zoom out and then rerender which is how I would have to do it testing this way. Thus I have not put effort into getting this extension to compile on flash.

Could you check whether the same thing happens for actors attached to the HUD as that happens to text? Before I released this I had a version that worked differently but made the HUD layer display above the transition layer. Would this be preferable for you?

Extensions / Some sort of zooming extension
« on: February 14, 2017, 12:29:23 pm »
Basically I've built a zooming extension that needs some testing. I need some suggestions for blocks to add (I'm already planning on one so you can turn on zooming for the hud, but for now the default is off).

There are 4 blocks so far:
set zoom (obvious)
zoom (grabs the current zoom)
base zoom (for if you start scaled in full screen and it isn't 1)
draw on HUD (allows you to draw text unzoomed)

This extension doesn't work with flash or html5, but with everything else you should be able to properly zoom in and out. If there are any problems, let me know and I'll try to fix them.

Chit-Chat / Re: Stencyl Appstore Takeover
« on: February 09, 2017, 02:35:20 pm »
That's pretty mental guys. Great job!

Have a look at this:,49116.0.html
It may do what you want.

iPhone / iPad / Android / Re: Hunting Trail - WIP for over 1 year!
« on: January 20, 2017, 10:01:52 am »
How on earth did you move the FPS counter thingy on the left side of the screen?
These look like screen grabs from android where I believe it defaults to the left (but you can do it by changing the engine anyway)

Ask a Question / Re: Changing Username?
« on: December 04, 2016, 03:04:01 am »
I believe it is a manual process so only offered to subscribers iirc

Ask a Question / Re: Character refuses to shoot in some directions
« on: November 21, 2016, 03:45:42 pm »
This is a limitation of keyboards and is a hardware as opposed to a software issue.

Journals / Re: 10000 Dragons: Action RPG
« on: November 02, 2016, 01:13:02 am »
I'll be honest,  when I first looked at the second one (which jumped out the most to me), I didn't read "10000", rather I saw four blocks that didn't resemble zeros particularly until I realised what I was looking at. (This may be because you are using just a line for a one and it is very pushed over to the side.

Does this do the same as this or is it different?
Add this to the openfl settings (settings > advanced > openfl settings)

<window resizable="true" if="html5" />

Ask a Question / Re: How to make text appear above an actor?
« on: October 16, 2016, 11:16:56 am »
Does the 'set drawing to scene layer' block not work in this circumstance?

I feel like I made an extension at some point that I posted to the forum but I'm not sure where.

Ask a Question / Re: Why isn't collision always being detected?
« on: October 13, 2016, 12:49:46 pm »
Swap the animation of the projectile in the behaviour for the enemy. This means that it is assured that it collides once.

Extensions / Re: CPMStar (Flash)
« on: October 11, 2016, 01:43:43 pm »
The .contains function returns true for grandchildren as well as just children. Perhaps that is the issue here. (with blacklist, from what I can see the ad is being added to mc before mc is added to the stage)

Ask a Question / Re: Saving Failure upon Restart of Device
« on: October 10, 2016, 12:03:25 pm »
Are you making sure to load the game in your initial scene?

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