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Topics - RosalinaGalaxer

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Ask a Question / Backgrounds
« on: March 26, 2019, 01:53:43 pm »
How can I make a nigh fullscreen background that animates at 30 fps not break Stencyl? Each frame is 491 x 606, and I need at least 12 of them. I've tried using an actor for ease of use (the background doesn't start at x0, y0) but that just made Java run out of memory. I assume the same happens with an actual Background, which I would need to make 640 x 640 anyways, so each image would be even bigger.

Ask a Question / Dynamic Color Changes
« on: March 11, 2019, 10:29:15 pm »
Is there a way to slowly change the color of a character's hair (not all at once, from the roots out) with the Stencyl engine? I don't see a way to do this with pure animation, as I'd want to do this while the player is running around, so the animations wouldn't flow right.

Ask a Question / The Dialog Extension Changed...
« on: February 22, 2019, 02:43:43 pm »
So I went to set up the dialog extension for my side project. However, the data structures part of it has completely changed, and I'm not sure how to use it. It's asking for plugins and whatnot. It looks like somebody went and disassembled the "Style" thing and said "Ha ha! Have fun trying to get everything to work now!"

Anybody know what happened? I'm running b10240.

Ask a Question / Moving An Actor Relative To Another Actor
« on: February 18, 2019, 02:10:10 pm »

(In the second picture, the orbs actually orbit the player)

I have a problem: I want the position of the orbs in the first picture to be able to smoothly slide into the starting position for the orbit in the second picture, but the only way I've achieved this results in the orbit being off. The reason being: I can set the orbs to slide to a point, but the player can move during this time, and that means that the orbs slide to the previously set point, but that is no longer the same point relative to the player.

So is it possible to move an actor relative to another actor? And if so, how?

Heh, two hundred twenty-second post.

Journals / Insurgence of Forgotten Fairies
« on: February 07, 2019, 01:38:52 pm »

  2nd Project Innocence: Insurgence of Forgotten Fairies is the sequel to 1st Project Innocence: Shadows Over Yumekyo. Since developing 1st Project Innocence, I've started taking a drawing course, which has improved the art quality immensely. Previously, I had just been doing art based on what I had taught myself, and it didn't really come out well.

  So far, I haven't really been focusing on developing any one thing. I've basically been revamping everything that 1stPI had, and making it better. I've been using a bunch of tweens to make the game have that completed game feel. I've made a much nicer HUD, which also shows some of the extra mechanics I've put into the game. This screenshot also shows some of the drops I've programmed in, which were not in 1stPI. The drops score you extra points the higher up on the screen they are collected, which was surprisingly difficult to code. It's always the little things. You expect to be done it in half an hour, tops, and then you end up spending two or three hours polishing it to make it work.

  The thing I'm probably the most proud of so far is the custom dialogue system. I decided to make my own dialogue system, because I wanted to have multiple people being shown at once, which the Dialog Extension just can't do. I ended up making it as a sort of offshoot of Flargy-Filler/fillergames' dialogue system: using a seperator to differentiate between commands and actual dialog. The below screenshot uses:

  Kiyoko\Happy\Whoa, this game looks way better\than the last one already!

  Which looks like this:

  Kiyoko is the character portrait that gets put up. Happy is the animation that gets chosen. Everything afterwards is just the dialogue. The \ in the middle of the dialogue triggers a line break, but for simplicity, and my sanity, I only support one line break, and then I have to advance text to see the rest of a sentence. Eventually I'll implement an event system, such as:


  EVENT being the trigger to let the game know that this isn't dialogue, and no portrait should be changed. PlayBossMusic is the custom event that gets triggered in-scene. 0.1 is how long until the next dialogue comes up. Overall, I think this setup is pretty flexible, and even in some ways superior to the Dialog Extension (no offense, Justin and Cory).

  The next thing I'll work on (besides art) will probably be getting shooting working. I've got a very different idea for the shooting in this game compared to 1stPI, but it might turn out to be a pain to code...

Ask a Question / Curves?
« on: January 28, 2019, 02:49:17 pm »

I've been looking into getting actors to move along curves. The block LIBERADO made no longer works with 4.0, so I'm at loss as how to go about doing this. Does anybody have an idea as to how this should work?


Ask a Question / Downloading Android SDK Results In Error [4.0]
« on: January 17, 2019, 07:51:18 pm »
First of all: 4.0!

Onwards: I updated to 4.0, hoping that it might fix my issue from over here:,57967.0.html However, when I tried to test the game on Android, it asked to download the Android SDK, and when I accepted, it breaks and does the "Ouch! This should not have happened!" thing.

I have downloaded the Android SDK before, should I uninstall it? And where would it be to be uninstalled?

Ask a Question / Android App Crashes On Interaction [Solved]
« on: January 10, 2019, 05:19:43 pm »

So I compiled a game to Android today, and everything was fine until I actually decided to play the game. When I tap on the controls or anywhere else on the screen, the game freezes and then crashes. I looked into the log and did some research of my own but found nothing. Here's the error it sends:

[haxelib.exe] F/libc    (10701): Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1), thread 10749 (Thread-2939)

If somebody knows what that means, could they let me know, or give me some pointers on fixing it?


Ask a Question / Shader Alternatives
« on: January 01, 2019, 01:10:57 pm »

I was wondering if there was any alternative to shaders that could achieve the same effects, but on HTML5. I was hoping to have a mix of the ripple and magnify shader to put behind my bosses, purely for eye candy. If there isn't, that's highly disappointing, but not the end of the world.


Ask a Question / Setting Controls At Runtime
« on: December 31, 2018, 01:36:24 pm »

I'm trying to make a starting scene where the player gets asked to set up their controls. I downloaded the Custom Controls extension, but it gives me this on compilation:

/CustomControls.hx:29: characters 2-14 : Class<com.stencyl.Input> has no field mapKey

There were a couple other errors, one talking about Iterables, another about a missing field "unmapControl", but this one came up multiple times, so I thought I'd put it up in full.

Does anyone know what's going on here and how to fix it, or know of another way to set up custom controls? Thanks!

Ask a Question / Pausing and Attribute Tweening
« on: December 28, 2018, 11:17:33 am »

In my bullet hell game, I tended to move the bosses around by setting their x and y coordinates every frame to an x and y attribute. To change it, I would use the attribute tweening block, (found under Attributes > Functions) which let me get some nice looking movement (the boss would accelerate as she started moving, and decelerate as she reached her destination.) There just one downfall of this:

If you pause the game while in the midst of tweening an attribute, it continues tweening.

This meant that if you paused while the boss started moving, she could suddenly teleport to the other side of the screen when you unpaused. Does anybody know of a way to pause attribute tweening, or a better way to get the same effect that using the attribute tween block gets you?

Ask a Question / Optimization for Bullet Hells
« on: December 10, 2018, 11:32:08 am »

So some of you might know that I recently released a bullet hell game on Flash. I used Abigayl's lagless method (which from here on out will be referred to as ALM), but I still had to turn Simple Physics on and lock the framerate to 30. I also couldn't rotate bullets to point in the direction of their motion with ALM. Also, because of some other limitations of the HTML5 beta with ALM, I wasn't able to publish to HTML5, which resulted in a lot of sponsors turning the game down.

And making new bullets with ALM is a pain...

So I was wondering if there was any way I could optimize things so that I could have a steady framerate of 60, and still be able to define hitboxes, rotate bullets, and have a ton of them on screen.


(I am in no way harping on ALM as being horrible. It rocks, it just doesn't really fit what I need it to do.)

Windows / Mac / Flash / HTML5 / Project Innocence
« on: December 06, 2018, 03:32:34 pm »

  I finally made something! Hooray!

  Project Innocence is going to be a series of bullet hell games, heavily inspired by Touhou. They take place in Yumekyo, a country sealed off from the rest of the world with dimensional Sy borders. Almost everyone inside the dimensional borders can use Sy, a sort of psychic ability that differs between each Sy-user. I've released the first one (Kiyoko: Shadows Over Yumekyo) to both Kongregate and Newgrounds (they're both still under judgement). I intend to take a drawing course before starting development of 2nd Project Innocence.

  The main gimmick of the game was inspired by a short clip of Touhou's "Shoot The Bullet" before I knew what was actually happening. You can suck up the energy of all the bullets/Sy around you and then release it in a much more powerful bullet, depending how much power you gained. Otherwise, it's pretty much just a bullet hell game, and self-explanatory.

  I also want to say thank you. Thank you. This community has not only made me be able to tell the stories I've wanted to through a form of media I've always wanted to use, but you've also helped me to grow as a person. You've changed me from an emoji spamming moron into a decent human being who can make great things, even though I still think they suck. Thank you especially to the few of you who've taken me under their wing and helped me through some of the weirdest things ever, even if they didn't really think much of it. Thank you so much.

  Anyways, here's the link to both versions; let me know if anything explodes:

  tl;dr: Game, link up there, play it, have fun, leave some feedback if you want.

Ask a Question / Why does this even work?
« on: November 27, 2018, 12:55:10 pm »

Not a super-important question; I just wanted to know why on earth the pre-shipped movement behaviors even work. I must be blind, because I can't see anything that would trigger the Move events. I'm confused...

Ask a Question / Github
« on: November 07, 2018, 03:20:49 pm »
So I've been looking for some collaboration options for Stencyl and found this topic:,47670.msg264605.html

Are the people in there saying that it is possible to use Github to collaborate on Stencyl, or am I being misled? mebloo's posts are what's confusing me mostly. If it's true that you can collaborate via Github, can someone give me some pointers on how to go about it, and what limitations it has?

Thanks a ton, guys!

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