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Messages - miketv

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News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: November 30, 2012, 01:58:24 pm »
It doesn't get much "later in 2012" than this.....when is it coming? I want to build a new game, but I don't want to switch versions in the middle of the project.... :-\

Ask a Question / Re: Any OTHER music making programs I can use?/art tips?
« on: September 10, 2012, 05:09:14 pm »
You can not compose music in Audacity. I don't know how people say they use it and then recommend it for music composition.
In my (admittedly limited) experience, saying you can't compose on Audacity is like saying you can't make a movie using Windows Movie Maker. The basic tools are's a matter of what you can do with them.
I guess it's a matter of style...I've been able to produce tones & arrange them into order. The results aren't exactly a John Williams symphony, but it fits my definition of music.
If you want something free & easy & you have basic editing skills, I recommend it.

Ask a Question / Re: is there a better collision limiter?
« on: September 08, 2012, 02:26:02 pm »
thanks, Rob1221....that was the info I needed. This is my 1st attempt at programming, & I still don't get some of the finer points. I WAS using the type/type collision instead of actor/type.
I've tested & tested, & I can longer get multiple collisions on a single hit.

Ask a Question / Re: is there a better collision limiter?
« on: September 06, 2012, 09:08:51 am »
ok....but won't the above method require a timer to reset the value to 'false' so the next one can be collected?

Ask a Question / Re: is there a better collision limiter?
« on: September 05, 2012, 10:42:13 pm »
won't that require a timer to to reset it to 'false' so the next one can be collected?

(side note, I noticed that putting the 'kill self' tag in the collectible kills ALL copies of that I'm keeping that one in the player/actor's events)

Ask a Question / is there a better collision limiter?
« on: September 02, 2012, 11:08:34 pm »
Is there a better way to prevent multiple collections? The "timer" method mentioned in a few threads (preventing collisions until after x seconds) just isn't cutting it for this game.

As my character (Gary) moves through the level at various speeds, collectible actors are randomly spawned & they all have different effects on Gary. Even though Gary is set up to kill the last collided actor, sometimes the collision will be detected multiple times instead of just once...which causes obvious problems. ( I have counters on the HUD to keep track of the collisions, & I've actually seen it rack up more than 20 hits on one collision, just because of the low speed he was traveling at the time)

So I added the timer. I can set the timer so Gary can't collide again until x amount of time has passed, but there's no guarantee that he won't encounter another one of those collectibles in that time.....which could be a total ripoff to the player. He could go right through a much-needed collectible without detection just because enough time hasn't passed.

Is there a better way to make 1 collision = 1 collision?

Ask a Question / Re: Any OTHER music making programs I can use?/art tips?
« on: September 02, 2012, 09:58:57 pm »
I'm using's free & seems to be a pretty great program so far. There are people making their own plugins for it, etc.

News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: August 29, 2012, 09:03:15 pm »
We seriously need to add some "like", "awesome", and "amazing" buttons to this forum
Wait, what?

I think he's talking about a like/disllike button. "Thumbs", like on facebook.

this looks like a fun game...nice theme

Chit-Chat / dream of electric sheep
« on: August 08, 2012, 10:30:14 am »
I'm pretty much a total noob to all this, but I have some lofty aspirations for my game. There's sooooo much I have to learn. Not only do I need to understand the programming language, but I need to understand how all the elements of my game work together. So I've put a few weeks aside where I'm intently focusing on the game, & nothing but the game.
Result: I've begun to dream in code.

I usually go to bed right after working on the game (right after that weird pop in my brain tells me I've had too much), & I'll lay there thinking about what I've learned & what I still need to do. And all night my dreams are filled with green, yellow, blue, purple & red blocks, trying out rulesets & code structures, dreaming the results. Sometimes I even wake up with a solution to last night's problem.

Has anybody else experienced this?

Ask a Question / how to setup an onscreen speedometer?
« on: August 08, 2012, 09:54:28 am »
I've been tinkering with it, & so far I've been able to come up with a timer by creating 2 Scene Behaviors (called "Timer" & "Draw Timer") and creating a new Game Attribute ("Time"), but I can't figure out how to get the actor's actual current speed (in pixels per second). Any help?

Old Bugs (1.x/2.x) / swf loads, window never pops up
« on: August 07, 2012, 03:00:46 pm »
anybody else getting this problem when they hit the Test Scene or Test Game buttons? :(

Old Bugs (1.x/2.x) / Re: web bug: upgrate flase
« on: August 07, 2012, 02:27:55 pm »
I'm getting the same Help> About Stencyl  it says I'm running 2.2, but the website says I'm running 2.1

Shared Resources / Re: WIP – A Tower Defense Tutorial for Stencyl 2.0
« on: August 07, 2012, 11:58:36 am »
you rule OP

Ask a Question / Re: possible to evolve a player's mass?
« on: August 06, 2012, 02:20:05 pm »
UPDATE: I think i just had a major breakthrough.
I create a new Scene Behavior, then create the attributes in there, right?

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