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Topics - Derek

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Ask a Question / Prevent actors from entering regions
« on: March 25, 2015, 01:00:26 pm »
I was wondering if there was a way of preventing actors from entering regions. I've tried setting things up with tile collisions, and made sure that the test sprite for my project was set to collide with them, but said sprite just walked through them.

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Resolved Questions / [Solved] Subscription renewed, but...
« on: August 22, 2014, 08:00:34 pm »
I just renewed my subscription to Stencyl, but I'm currently getting this whenever I click Publish > Desktop > Windows

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Old Bugs (1.x/2.x) / .SWF to .EXE conversion issues
« on: August 25, 2011, 04:31:04 pm »
So, I decided to convert a game file (Goldman's Adventure) which is inherently an .SWF file to an .EXE file. For the most part the game works fine, but some of the text such as the score and time aren't showing up. The reason I mention this is due to the fact that this could impact other Stencyl games made by Stencylers that wish to have a fully downloadable executable for their games.

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Ask a Question / A few questions
« on: August 21, 2011, 04:36:31 pm »
I'll start with the first one as way of saying I'm back. In my game, I want there to be a health system similar to that of Smash Bros. though stripped of knock outs and replaced with kill rate (i.e. chance to kill). The thing is that the health measurement would have to be displayed as a percent instead of a standard number, which I'm not sure if it's possible to do in Stencyl.

http://super-smash-bros.wikia.com/wiki/Damage

The second question is menus that exist in the same scene as the actors, like in Shining Force. Do I have to create a layer specifically for them and how do I get the non-menu actors/behaviors to be paused?

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Ask a Question / RPG Menu creation
« on: May 22, 2011, 04:52:18 pm »
Since I'm currently working on custom menus for my game (see picture below). Right now I wanna get it so that it does all of the above:

* Start off with a cursor highlighting over the bag (aka arms icon) and limiting the cursor scrolling to left and right to switch to other options, along with playing an animation over the icons whenever the cursor is over any of them and having the text in the uppermost tab to say what item type is selected. One final touch is to make it so that the number of slots that appear changes depending on what type (I'll have to create a test character for this one).
* Once item type is chosen, scroll through each individual item and return to item type command row with a press of a button, but if another button was pressed...
* Have the cursor go the inventory by limiting the scrolling to up and down and have it stop scrolling when it reaches the 99th item (I can insert the destroy/create direction arrow animations just fine).

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Windows / Mac / Flash / HTML5 / Royale
« on: May 22, 2011, 12:59:04 pm »
I've started another game project, but it's not just for this site, even though it's made with the program. The following link has more details: http://rpgmaker.net/games/3109/

Yup, it's an RPG project and right now I'm working on the menus (well, the inventory one anyway).

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Archives / More scene transition options
« on: April 30, 2011, 04:46:55 pm »
I know you guys are already on this, but having more than just fade in and fade out for scene transitions would be great, especially since different games call for different styles.

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Resolved Questions / Randomized Block Placement 2.0 [Resolved]
« on: April 22, 2011, 08:08:46 pm »
In addition to getting the high scores to work, I (with the help of blackbishop89) finally have a foundation for adding random block placement in EC. As you can tell from the image, it's not exactly complete since the blocks don't even show up on the screen.

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Archives / Make bad field highlighting more detailed
« on: April 22, 2011, 12:07:41 pm »
Whenever I test a behavior, I make sure that all the necessary parts are filled. Even so, I keep getting a "bad data fields" message telling me it would highlight them, and for the aforementioned scenario, nothing happens. No flashing, no indicators, nothing.

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Archives / Isometric tile support
« on: April 18, 2011, 09:15:07 am »
I remember a game demo that was done in isometric fashion. Upon looking at the game through the editor, I realized that it was merely normal tiles arranged to look like they were isometric. Which is fine, I guess, but it might be worth considering the possibility of supporting isometric tiles since not all of us are making top down games or platformers.

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Resolved Questions / High Scores in Different Scene [Done]
« on: April 12, 2011, 03:48:43 pm »
I know that in some games, the high score shows up in the exact same scene as the core gameplay (whenever you get a game over or you win the game). Well, the high score in my game is intended to be in a separate scene where you can check on the high scores. That and I also have to tell the game to send the player to high score scene (and hopefully submit the score) after all of the Elements on the board have been destroyed. I desperately need help in regards to this.

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Paid Work / Traditional RPG Kit
« on: March 31, 2011, 06:30:40 am »
I know there's a Platform RPG one, but what if some of us want to make a more traditional RPG? Something tells me that my next project will probably require something along these lines.

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Windows / Mac / Flash / HTML5 / Sneak preview of my next project
« on: March 24, 2011, 10:40:11 am »


I just finished making the inventory menu (see pic above), or this case, the overall outline of it.

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Windows / Mac / Flash / HTML5 / Elemental Clash
« on: March 18, 2011, 05:31:27 pm »
I know there's a thread about this already, but that's for help on a specific aspect of the game. Well, here it is anyways.

Welcome to the official thread of the combat puzzle game, Elemental Clash. As mentioned before, the main objective is to get the various elemental pieces, which are divided up into five elements (the Chinese ones), to destroy one another and gain as much points from it as possible. It's basically a departure from the usual puzzle game format of match three or more of the same piece.

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Resolved Questions / Elemental Destruction (cont.) [Finished]
« on: March 13, 2011, 05:02:12 pm »
Previously on the Elemental Destruction thread, I successfully completed the behavior for Water and I'm wrapping up the work on Fire and moving on to Wood. Basically I was asking for help on how to make the elements destroy each other in my game Elemental Clash. I'll probably still need help with the other three elemental attack behaviors (due to their complexity).

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