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Messages - ichimitch

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46
Ask a Question / [solved] detect angle of collision
« on: May 04, 2018, 10:41:16 am »
Basically, I want 'Actor 1' to know from which angle 'Actor 2' collided with it so I can it can push it back at the same angle.  Is there a way to detect the angle from which a collision occurs?

Something like:
When 'Actor 1' hits 'Actor 2' push 'Actor 1' sharply toward degrees 'angle of collision' at force 50

Stencyl provides top, bottom, left and right collision detection but I'm hoping for something with a bit more scope

47
If the monitor resolution changes, then going back into full screen should use that new size. 

So what (I think) you're saying is that currently there is no way to change the resolution from within the game...
Well that sucks, but at least now I have an answer. Thanks.
Maybe I'll have to use Game Maker Studio 2 instead.

48
You would have to modify plaf/haxe/lib/stencyl/1,00/Universal.hx.
Thanks!

I'm not sure what you mean by this.  Full screen will always fill the entire screen.

I'll clarify: The question was regarding the resolution of the full screen.

Eg. The user has their MS Windows resolution set to 1920 x 1080. They launch the game in fullscreen mode. The game is now running in a full screen resolution of 1920 x 1080.  However, the user wishes to play the game at a resolution of  3840 x 2160.

Can I provide them with the ability to switch to a different resolution from within the game? Perhaps handled by Game Attributes? (See attached image for example) Or do they have to close the game, change the MS Windows resolution and then relaunch the game?

It really is a standard feature of almost every desktop game ever... So I'm really hoping that Stencyl supports implementing this feature.

49
I guess these are tricky questions, then...

50
Ask a Question / Re: Fullscreen
« on: April 19, 2018, 12:52:17 am »
And what about changing screen resolution in-game? Is it possible with Stencyl?

I'd also really like to know the answer to this question.

51
Cool thanks for that.
So it turns out the line function does work in the free download but there is no tooltip informing you of it.
Okay I'm sold. Pyxel Edit it is.
Also going to to check out Marmoset Hexels at some point when I feel like taking a longer time to learn something.(www.youtube.com/watch?v=haU07-sysrA)

52
Thanks guys. I downloaded a free depreciated version of Pyxel. I wanted to give it a look before buying (I know it's cheap but times are tough). It looks like the closest thing to what I had in mind. However, the free version I'm looking at doesn't  include a line drawing tool... Which is kind of a deal breaker. Does the latest version include a line drawing tool?

Also, on a side note. Have any of you guys tried Marmoset Hexels 3? I just wishlisted it on Steam because the  video kinda stunned me.

53
- I've read articles on 'scaling' and 'full screen mode' in Stencyl's documentation. I still have questions
- I'm starting work on a game targeted at desktop use.
- The screen size will be set to 16:9 ratio, as that is the current standard for desktop monitors
- If I start by assuming the maximum resolution PC users are  likely to use is 4K UHD and work backwards from a 4x scale of 3840×2160 then my list of scaling sizes looks as follows:

1x = 960 x 540
1.5x = 1440 x 810
2x = 1920 x 1080
3x = 2880 x 1620
4x = 3840×2160


My questions are:

-Assume a user has a desktop resolution of 1280 x 720 or 1366 x 768 (both common resolutions) and is running the game in fullscreen mode. The article on full screen mode says that scaling will 'pick the closest match (rounded down)' So in either of these cases it would choose to use the 1x scale assets at 960 x 540? Is there any way to override that and tell it to use the 1.5x scale assets?

- It's unlikely, but what would happen if the user's desktop resolution was below the 1x scale resolution?

- Can the fullscreen resolution be changed in-game? Or will fullscreen mode always be dependent upon the desktop resolution?

54
Hey, 1968.

PISKEL looks like it's a tool for sprite sheets / animations. Does it have tilesheet functions?

I'm already using Aesprite for sprites/animations. I'm looking specifically for tilesheet tools.

55
you want to make sure your spacing is spot on when placing multiple items on the tile sheet else you will run into issues assigning collisions, if any, to the selected tile.

To that end, I was hoping for a tool with a pre-configured grid and you just draw inside the lines. Maybe not then :/

56
I'm looking for the most basic and easy to use tool for creating tilesets. Any recommendations?

57
Ask a Question / Re: Free to use softwares, music and sounds?
« on: April 17, 2018, 10:33:49 am »
If you want to generate some chip tune type sound effects, check out BFXR at: https://www.bfxr.net/

For music composition I'd recommend LMMS. It's quite similar to FL Studio, but it's free: https://lmms.io/

58
Ask a Question / Re: Getting pinball flippers to push ball
« on: April 17, 2018, 04:02:51 am »
I made a game with pinball flippers, it uses the joints extension, but can probably be tweaked to work without.

I downloaded the joints extension, installed it and enabled it on the pinball game. Then I copied your code verbatim but for some reason it didn't work... :/   I ended up doing as you suggested and tweaked it to work without the joints extension. Thanks very much for your solution.

Also thanks everyone else for your comments. I'm happy with the current solution so I can finally move on from the damn flipper code and start on the rest of the game. Cheers.

59
Ask a Question / Re: Getting pinball flippers to push ball
« on: April 17, 2018, 12:28:47 am »
Thanks, Cabinfever.

I've noted that timed-loops in update events is bad practice. I'll avoid it in future.

Is this what you meant I should do?

Better use custom triggered events in general.

For key-press/releases, just use them in their own events. Which then trigger custom events.
( Like: move paddle up, stop padlle, get paddle current speed, move paddle down )

60
Ask a Question / Re: Getting pinball flippers to push ball
« on: April 16, 2018, 03:52:51 am »
Thanks. Off doing my crappy day job but as soon as I'm home I'll check it out

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