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Messages - Aber

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16
Ask a Question / stencyl audacity mp3 exporter
« on: August 23, 2011, 02:11:09 pm »
This may not be stencylworks related.

I am working on a stencyl game and have acquired some mp3 files. I need to edit the mp3 files in audacity (to make the music track shorter) and export it back as mp3. However, during exporting, it asked me for some lame.dll install. can someone point me to a reputable place where  I can download this lame file? Or other workarounds?

17
On your second issue, trying save and reopening the game. Anyway, they should appear under Attributes/Game Attributes listings under design mode.

18
Chit-Chat / Irock's Avatar
« on: August 03, 2011, 04:53:01 pm »
I am not joking, Irock. You got the prettiest avatar I've seen in my whole life. I wish you can make an ios game with that character. It will sell a ton. Just like my avatar did.

19
Game Ideas / Re: King Arthur Productions- Coming Soon
« on: July 30, 2011, 11:53:22 pm »
Any sneak peak for us on bluey? At least show us some of your artwork please.

Would you have a mobile version of your game?

20
Windows / Mac / Flash / HTML5 / Re: Warpy - Warp Platformer
« on: July 28, 2011, 05:32:58 pm »
Would it be possible that you publish here at stencyl also?

21
Ask a Question / Re: iStencyl questions.
« on: July 27, 2011, 02:55:36 pm »
This really depends. If you are an amateur and not have much faith in making a decent iphone game, you may think it's expensive. For a serious designer, $99 is my least worry and a drop in a bucket where you can cover cost within a few hours of release. For me, it's more on how to get my game to capture my audiences and they feel they are getting their money's worth + how to advertise my game to a larger audience group.

With the help of some good artists, I think one can easily churn out decent iphone games in 2-3 active work weeks. Just my 2 cents here.

22
Shared Resources / Re: Enhanced Health Pack
« on: July 27, 2011, 10:13:27 am »
Thanks. I'll try it out with multiple actors here.

We definitely need more of these packs to build up our game faster.

23
Shared Resources / Re: Enhanced Health Pack
« on: July 27, 2011, 07:43:15 am »
This is great because it covers health for multiple actors and also let my health to be persistent through scenes if  I chooses to. Saves a lot of work for me.

Would it be possible for you to upload your game to Forge so that we can play with it further.

24
Shared Resources / Re: Enhanced Health Pack
« on: July 26, 2011, 04:22:36 pm »
That's awesome.

Just a side thought, perhaps you can set up a quick nothing fancy game to show all of us how all these work together in one place. Some kind of health counter on top of actors would be nice to show.

25
Shared Resources / Re: Enhanced Health Pack
« on: July 26, 2011, 04:04:13 pm »
Let me give an example here.

Say I have 3 actors, A , B and C each with their own actor group.    A can collide with B.    B with C.    C with A.

Now I attach health to all 3 actors.

Can I deduct health for A when it hit B and health for B when it hit C but NOT when C hit A?

Could this be handled by the new Inflicts Collision Damage with the actor group? Is this not possible with the old health pack?

If I'm understanding the scenario correctly, yes this is possible.  The Inflicts Collision Damage behavior accepts Actor groups for the ones that it can apply damage to. So for your "C" actor, you would just specify that it can damage "B". 

I don't believe this type of thing is available in the official health pack.

Thanks. Extending this just a little, can we handle multiple actor groups. In this case, if we add another actor D, can we handle C with B and D but not A.?

By the way, this is the major shortcoming I have been seeing with the current pack.

26
Shared Resources / Re: Enhanced Health Pack
« on: July 26, 2011, 03:48:35 pm »
Let me give an example here.

Say I have 3 actors, A , B and C each with their own actor group.    A can collide with B.    B with C.    C with A.

Now I attach health to all 3 actors.

Can I deduct health for A when it hit B and health for B when it hit C but NOT when C hit A?

Could this be handled by the new Inflicts Collision Damage with the actor group? Is this not possible with the old health pack?


27
News / Re: StencylWorks 1.0.3
« on: July 22, 2011, 11:34:25 am »
I cannot speak for the team because I am relatively new here.

Since Stencyl is a new tool and I want to stabilize my work environment and my game, I would go to my work folder and make a copy of stencylworks to say, stencylworks 1.0.1 (while I was still using 1.0.1), then to stencylworks 1.0.2 (while I was in 1.0.2) etc. With this, I ended up having multiple stencylwork folders each with their own version (I am not upgrading any of them). If you prefer to try a game made with 1.0.1 in 1.0.3,  then you can copy to 1.0.3 and try to see if it works.

 This of course is all in hindsight.

28
Great job, Greg. These are exactly the behavior I've been searching for. We need to get more of these commonly used behavior populated and advertised to the community.

29
Chit-Chat / Re: Introduce Yourself!
« on: July 17, 2011, 08:58:29 am »
Hi, my name is aber. I've been work semi professionally as a game developer last 5 years. My favorite console games are of course the Mario and Zelda series like most of us here. Mobile game will be angry birds because of the sweet characters.

Stencyl is a great tool and I am looking forward to trying out the ios and other mobile options too once they are ready.

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