Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - dtrungle

Pages: 1 2
1
Fixed Bugs (3.x) / Move Camera To X/Y Block
« on: February 16, 2014, 10:45:55 pm »
The assumption is that the block moves the top-left point of the camera to the given coordinates but instead it centers the camera at the given coordinates. I'm not sure if this is the intended method or if my brain thinks differently but I was confused when I tried to move the default camera position of 0,0 to 32,0 of a 320x480 screen within a 384x576 scene and nothing happened.

2
What is the difference between a game (stencyl file) and a kit? They appear to be the exact same thing except for the attached 'kit' word. Kits also get their own folder/section.

If I open up a kit and save it with a different name it's still in the Kit folder, and I can't save a game/project as a kit.

What is the difference?  ???

3
Fixed Bugs (3.x) / Swipe issues. (Android)
« on: April 10, 2013, 07:02:12 pm »
Swipe event locks touch input to 'is down' state.
Example game attached. Touch and hold ('is down') the screen and the bottom number will rise. Swipe up and the top number will increment by 1. After swiping the bottom number will continue rising. If you touch and hold the screen, the bottom number will still rise, once you release the touch the number will stop rising.

Swipe doesn't work when app comes back from background.
Swiping no longer gets detected if the you 'go back' and then open the game again. You need to do a fully close and restart the app to get swipe working.

My device is a Samsung Galaxy S3, Android 4.1+. Anyone experienced this?

---

Also, from stencylpedia,
Quote
Note: Unlike Stencyl 2.2 and below, you don’t need to “enable swiping” for the Swiping feature to work.
-I have to use the enable block in order to have swiping work.



4
Ask a Question / Mochi question. [resovled]
« on: March 30, 2013, 08:26:32 pm »
I have a game that is nearing completion and I have uploaded it to FGL, NG, and Kong all hidden (unpublished) just to see how it looks and set up the screen and extra codes.

In the case for Mochi, it's a little confusing. I uploaded it to "Game Files" instead of giving a "Approval URL:" because it's not published anywhere. From what I understand, Mochi needs to look at your game in order to approve you so that your ads can actually earn revenue.

The file I uploaded has custom sitelock and basically it's not going to load as is.

My question is if the public can see my game (if I upload a Mochi sitelock version)? There seems to be options to embed/link the game and download it as a zip? I am confused as to why this is like this. Is there a button to basically make it private? I just want to get the ad/score working. I don't want the public to see it.

5
Bundled Behaviors / Mouse Event on Transparent Colour
« on: March 06, 2013, 11:25:57 am »
I modified captaincomic's Mouse Event on Collision Shape to serve the same purpose. It works by detecting if the clicked pixel is transparent and if so, it returns a false. So far it's working well and does the same job as the original.

6
Paid Work / Looking for playtesters on FGL.
« on: February 16, 2013, 11:16:48 am »
Hey, I'm seeking playtesters for a space shooter game me and an artist developed.

Quote
Description:

Fairly simple shooter where the goal is to survive as well as manage resources in order to 'travel' home (win game), within 15 days.

Features:

    More than 10 enemy types, most of which are unique to themselves.
    10 Upgrades to assist you to victory. (guns, health, extra bonuses)
    A finale stage that must be overcome.
    Two difficulty modes. (Normal/Hard)
    High-score feature. Hard mode gives more points.
    4 Trophies to unlock. These provide additional points.

Instructions:

    WASD/ZQSD to move.
    MOUSE to shoot/aim.
    SPACE to thrust.
    ESC twice to return to menu.
    P to pause.
    M to mute.
    UP/DOWN to adjust volume.
    G to change quality. (Low/High)

Genre: Arcade, Shooter, Strategy
Game Dimensions: 800 x 640 pixels

The artwork is not fully complete but it is (should be) fully playable. The only bug that I know of so far is with the sound volume and nothing can be done about it until 3.0 gets updated. The bug will reduce the sound volume if it is not set at 100. Basically, set the in-game volume to 100 and lower your speaker volume.

The game needs to be tested for balance and bugs. I've tested it myself for a while now and what's left is the Hard Trophy and winning Hard mode. Issues/comments/suggestions are also appreciated. I prefer feedback sent to either my email or PM'd through Stencyl. The game's visibility on FGL is set to only fan accounts at the moment.

If you would like to help me out please PM me your email so I can send you a fan account used to sign in on FGL. I require active members of the community only.

7
I've started to backup my projects and I just want reassurance that I'm backing up the projects fully.

So by backing up my game folder found in \stencylworks\games, I have everything related to the project? Nothing is missing?

8
Old Bugs (1.x/2.x) / Collision groups are not displaying correctly.
« on: December 31, 2012, 11:20:43 pm »
I've been ignoring this issue for a week or so now but now it's getting stressful looking at it.

Whenever I check my collision groups, the "Collides With" toggle buttons are sometimes inaccurate.

I would set it correctly (toggle them green) and then save, come back and sometimes they would appear like I save it but most of the time it's missing like anywhere from 1 to like 6 of them. I normally never touch the buttons after setting them, even if it appears unchecked, and I have not ran into any problems so far.

Is anyone else getting this problem?  :-\

EDIT: (2.2.0 b502)

9
Old Bugs (1.x/2.x) / Codes / events disappearing.
« on: December 28, 2012, 11:39:17 am »
This has happened to me twice now. Once a few months back and again just now.
I've used 2.2 (b502) since.

I always choose save before exiting anything. Most of the time the behavior saves automatically when you close the tab.

I did not receive the 90% warning this time (I may have last time). When I do get this warning, what I do is close all tabs one by one and then save/exit Stencyl.

So I had a behavior with coding inside (not sure which events was in there atm because I can't remember it all). After restarting Stencyl and clearing my cache, the behavior has only the collision event with no coding inside. The first branch that says "when this actor hits something else - " isn't there.

I would assume that Stencyl has some saving issues if you have a lot of tabs open and then you decide to save/exit the program. This is the only reasonable explanation I can give. Otherwise it was some freak coding bug or computer/flash issue.

EDIT:
I just figured the problem.

I had a [If other actor group == GROUP_NAME] piece of code. I then deleted GROUP_NAME from the settings. If you check the code it would still say GROUP_NAME. If you save/close the behavior and then reopened it, GROUP_NAME would now be this empty bar. If you look in code preview, it would be getActorGroup(0). Now if you save, the the whole code disappears, the event thing is still there however.

10
Old Bugs (1.x/2.x) / Default collision groups should not toggle.
« on: December 28, 2012, 11:27:16 am »
I just read on Stencylpedia that the default collision groups (Players, Tiles, and Actors) can not be edited.

I was in the editor toggling it and then testing and was baffled as to why Players would collide with Tiles when I had 'turned if off'.

The buttons/settings should be grayed out to avoid confusion. I had to close, restart and clear cache before I figured it out.  :-\

11
Using [For ACTOR, get TEXT from behavior TEXT] block, you can place [ACTOR OF TYPE] block from 'For Actor Loops' inside the ACTOR slot.

But if you place the GET block (for region) inside [ACTOR is inside REGION] block, you can not place [ACTOR OF TYPE] block into the ACTOR slot.

12
I'm looking for an artist to collaborate with. Any art type (pixel, vector, anything in between) will be fine as long as it looks suitable. The artist will need to create the still and animated artwork for everything (actors, terrain, buttons etc). The final format for the images must be in png.

I expect the project to take between 2 weeks and a month. Work/contact must be made regularly with Skype/email (mostly Skype) and files can be shared on Dropbox. I'd say a 3~ day hiatus is unsuitable excluding urgent issues, or unless you've been working hard and have progress to show.

We can work on a project that you have or we start by choosing a genre (shooter, puzzle, platform, defence, ?) and then brainstorming ideas and what we want. By the end of this (which should take only a few days) we will have a somewhat detailed document on the project to work off of.

The plan is to get it sponsored on FGL. Revenue split is planned at 50/50 but it depends on how much work was inputted by you, I'm a fair guy.

If you're interested or have questions/comments PM me. I will need some samples before we begin and I can show you a sample game on FGL if needed.

13
Old Bugs (1.x/2.x) / Layer/display/rendering issue with recycled actors.
« on: November 14, 2012, 08:38:18 am »
In my game, I have Layer 0(default), 1(pause anchor), 2(misc.), and 3(bullets).

(pause anchor) is used for pausing the game. This will create a rectangle onscreen that shades/darkens everything. This is a Actor Behaviour and the 'show layer of self' is correct.

My bullets are created as recycled actors and just below creation I send them to layer-3, and this is confirmed in console. On first creation, my shade effect works. When the bullet actor is reused the next time, the same code is there and he is displayed as being in layer-3 but my shading effect does not affect him.

There are two workarounds I can think of. One is to not use recycled actors which wouldn't work because of all the resource consumption. Second is to switch my pause behaviour into a scene one.

14
Old Bugs (1.x/2.x) / Layers within scene editor is buggy.
« on: October 31, 2012, 11:01:20 am »
Hey, not sure where to post this but I just wanted to inform/get a response.

Since deleting a layer within scene editor messes up the order of new layers, shouldn't this be disabled or cautioned? It's ridiculous how it's just there.

If I had 8 layers and created an actor on layer 5 within scene editor with this actor being the only one, it gets placed elsewhere, like layer 2. If I placed 8 actors, one one each layer, then the layers will be correct. (This is an example scenario based off of a similar experience.)


15
I have a scene that has 8 layers. They range from layer ID (0 to 7). I select layer ID 1 and create an actor within the scene editor. I then created a behaviour for that actor that has only a When Created event. That event prints 'layer of self', then it 'send self to layer 3' and then prints 'layer of self' again.

My result is:

layer=10
layer=1

If I send to layer 4 or 5 or 8. The sent-to layer is actually the correct number.
If I change actor layer from scene editor from 1 to 2, I get layer 9 as the starting layer.

This is the extremely baffling. It's blowing my logical thought.


~
Okay, I've played around with it and found something.

-If you delete/create layers within the scene editor, it messes up your layer count. After this point, it gets confusing trying to manage it.
-If you start fresh, layer 0 is considered layer 1 when you print 'layer of self'.
-I created 3 layers and everything was fine. I then created layer 4, delete it, and created layer 4 again. Sending to layer 4 and 5 still sends them to their respective layer.
-Sending to a layer that hasn't been created at all does nothing.

EDIT:
-So it appears that creating a new layer shifts current actor layers up(ID number goes up).


So, I need to start the scene fresh to correct the issues I'm having. Unless someone knows something else I can do?

Pages: 1 2