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Messages - mdotedot

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Ask a Question / Re: Skewing / flipping actors
« on: July 16, 2020, 11:04:48 pm »


That code only resizes the image and does not change the perspective.

Ask a Question / Skewing / flipping actors
« on: July 06, 2020, 12:46:13 am »

Source Reference:

Propably the issues I have are more related to haxe/openfl.
But some of you have experience with Math and graphics programming, so hopefully someone has a tip how to go about solving this.

I tried to simplify the code and bring it to the base-requirements.

Below code uses 'plane' which is a Sprite;  texture is bitmapdata and degrees is the rotation:

Code: [Select]
// skew function
pProjection = new PerspectiveProjection();
pProjection.fieldOfView = 54;
proj = pProjection.toMatrix3D();

mat.appendRotation(degrees, Vector3D.Y_AXIS);
mat.appendRotation(0, Vector3D.X_AXIS);
mat.appendTranslation(0,0, 480.245531742791);


projectedPoints = new Vector<Float>();
Utils3D.projectVectors(mat, vertices, projectedPoints, uvt);;, null, false, true);, indices, uvt, TriangleCulling.NONE);;

return plane;
This code is called from another part    :
Code: [Select]

var bitm:BitmapData=sourceBitmapData.img.bitmapData;
var spr:Sprite = skew(, bitm);

var newBitmapWrapper=new BitmapWrapper(new Bitmap(new BitmapData(sw,sh)));
// Shift towards top
var rect = spr.getBounds(spr.parent);
var matrix = spr.transform.concatenatedMatrix;
matrix.translate(-rect.left,; // move image to 0,0 : if you ommit this you don't see a thing
matrix.translate((sw/2)-((rect.width)/2), (sh-rect.height)/2);  // move it to the center of the image
drawingText(spr,"W:"+Math.round(rect.width)+" H:"+Math.round(rect.height));

The most important problem I have is that the skewing makes a sprite with different dimensions.
The width/height of the sprite change in each rotation step.
I believe this part is where things are going wrong:
Code: [Select]
matrix.translate(-rect.left,; // move image to 0,0 : if you ommit this you don't see a thing
matrix.translate((sw/2)-((rect.width)/2), (sh-rect.height)/2);  // move it to the center of the image
When you remove the getBounds movement you don't see anything on the bitmap that will be attached to the actor.

Here are the results of the code:

Notice the changing Width and Height.

Also the HTML5 version has a white line around the triangle. Which isn't visible on Windows:

When you use a circle the distortion is more prominent:

In action:

Stencyl file in case you want to experiment :

In the end I didn't use it in my game since flipping the image doesn't use light-source and the scene looked bad with different actors with lightsources.
But I hate lose-ends. It took me a week to figure some things out and I hate to waste that time. So I want to understand what is going on.

Ask a Question / Re: ImageActorListBox from mdotedot setup
« on: June 27, 2020, 11:43:08 pm »
Hi enadiostop,

Propably you obtained this from the stencylforge?  I've now made it private so you shouldn't see it anymore. The code in the behaviour is gone ( click on Edit behavior and check the code on the events). I searched my inventory and I don't have it anymore. It was 5 years old and from the GUI extensions which isn't supported anymore.

Sorry about this and good luck and have fun with Stencyl.

Ask a Question / Re: play video in html5
« on: April 30, 2020, 08:42:05 pm »
Sorry, I'm not going to modify code to support local file.
Early tests showed that the size of the game increased too big to be usefull.

Ask a Question / Re: play video in html5
« on: April 30, 2020, 10:39:11 am »
Look up what URL means : " A Uniform Resource Locator (URL), colloquially termed a web address,[1] is a reference  "

Download the demonstration game.  Look at the code in YouTubePlay actor.
That works with the the first given youtube URL. The others in the demo are not valid anymore.

Ask a Question / Re: play video in html5
« on: April 28, 2020, 09:29:39 pm »

Journals / Re: LudumDare 46 (Keep it alive) : Is it a boy or a girl?
« on: April 20, 2020, 06:49:08 am »
Unfortunately my day-off was canceled due to problems at work, so I can't work on the Jam-entry anymore.

This is kind of a post-portem of the Ludum Dare 46 : it is not alive anymore

There were so many technical issues. The workflow for creating 3D games is still not up to par.

What wend wrong:
  • Hardware issues caused loss of time
  • Bad/corrupted Stencyl block caused loss of valuable time
  •   Dynamically creating houses : I lack basic calculation skills to pull this off   :(   
  • Removing unused 3D items
  • Switching to full screen still leaves 'white' canvas on some devices
  • (HTML5) Mobile detection + recalculations of the 3D space is a challenge
  • Problems at work required my attention

Removing unused 3D Items
When items where offscreen, the 3D asset needs to be removed.
Both in my game-logic and propably in the Away3D Extension this caused errors.
This requires far more time to investigate.

FullScreen on HTML5
Still parts of empty scene are shown.
Not sure if that is the cause of my larger display settings in Stencyl. Because I had a HTML5 extension that did full-screen.
On smaller-designed-screens this didn't caused any problems.
Needs investigations.

What wend well:
  • Theme was ok this time
  • TinkerCad
  • Local loading of OBJ files
  • Changing colors
  • Voice recording of my girlfriend : how nice to hear her shout out 'MY BABY'

Creating assets in TinkerCad is really fast. It doesn't make me a good designer, but it is fast! A better tool than my own drawing app, but it produces far more faces in 3D space. Not sure if some of the problems I had are made by the number of faces. I doubt it, but needs more testing.

We will see if I manage to get these things sorted out for the next Ludum Dare .............

Journals / Re: LudumDare 46 (Keep it alive) : Is it a boy or a girl?
« on: April 19, 2020, 11:35:58 am »
There are so many things that didn't go as planned that I'm not going to make the COMPO.

I did enjoy the theme this time. Maybe I can do some more work tomorrow.

Only one level for now ...

Journals / Re: LudumDare 46: Keep it alive
« on: April 18, 2020, 02:09:06 pm »

Unfortunately I lost quite some time with a bad-block in my stencyl project. It took me a good 5 hours to recreate the block below the bad block without actually deactivating or deleting it to solve it.
Restarted Stencyl a couple of times and I frequently do a clean project. I did not revert back to a back-up. Maybe I should have.


* A lot of assets were made and I hopefully can incorporate them tomorrow.
* Need to get the Click on the objects working as well as a kind of end-less-runner thing
* Victory/Next level as well
* Hopefully some sound effects

Hmm.. some asset-residue in the gif .. well.. too bad

Part2 Link :

Journals / Re: LudumDare 46: Keep it alive
« on: April 18, 2020, 12:54:36 am »

Journals / LudumDare 46 (Keep it alive) : Is it a boy or a girl?
« on: April 17, 2020, 07:09:31 pm »
'It' is a boy or a girl ...

Since my publication for the Stencyl Jam went horribly wrong,
I will try to upload a small wip game to the LD site in order to test the game from that page.

Also, I started out making  a 3D asset instead of programming!
'Art' first ???  That is a first one for m.e.  ;D

Edit: all is well. You post URL on the LudumDare page. So I have full control over my own site and thus no problem loading OBJ files.

now to keep it alive

Hello Fayabella,

How nice to put in all your thoughts to this journal.

There are a few points I would want to advice:
* Start small
* Find your core-game mechanic
* Iterate over the design by implementing stuff rather than over-think-them
* Be prepared to ditch stuff if it isn't working

Even for an extremely advanced Stencyler this project is a huge one. No problem, of course,
but you said that you are not having too much time. It will be hard to keep motivated.

A bit more in-depth on the parts mentioned:
* Game set in space
Don't lock yourself to a view like side-view, maybe it will not workout.
Start with small blocks rather than detailed graphics

* Computer has an AI
This one is indeed very hard. I don't know of a HaXe library that can deal with text recognition.
It reminded me of the early adventure games where you had words like 'pick', 'look', 'walk'
You have to be really carefull that players need to interact a lot to get what they desire.
Later adventure games made clickable actions to interact with the game.

This comes down to the question: is this part of the core-mechanic of your game?
If it is, then you need to focus all your attention to it and nail it before you do anything else.

* Wire controls to actions
This one seems to be also very complicated, but I must say it 'sounds' better as a core-game-mechanic.
But you. ofcourse, need to find that yourself.
I'm not sure how much fun it is to put all the efforts in making your own ship and then to go
find other ships to take over. What happens with 'your' ship?!
People kind of feel attached to their own creations so be carefull if that is part of your core-game-mechanic

* Be carefull about statements like 'of course the game wouldn't be fun if it was just ...  '
Each little part of a game-idea can be fun. You have to find if that is the unique thing or very well implemented idea.
Some people like building things (look at minecraft) and enjoy the building more than the playing inside part.
'Need to be enemies' also a very bold statement. Maybe you don't need them if the game is about building.

* Multiplayer
A very, very advanced area. It is doable, but you have to know a lot of network knowledge to understand how to
work with lag. Because every online multiplayer game will have lag.
Again, if you believe that this is part of your game-core-mechanic and the game would only be fun if it was:
then spend the time implementing this.

* Shield mechanic
This, again, comes down to : is it part of the core-game-mechanic.
It could be, and it could be fun. Like how the Enterprise can 'defer power from the ... to the ... '

* Storage items
Well, just read my final thought about this.

All boils down to : is it part of the game mechanic and is it fun?

Be very,very careful to say : it is only fun when all of the ideas are in the game.
Some people like building things, others like to fight. While others like to find stuff.
If you want to find stuff and you need to fight off enemies every minute : you will quit
If you want to fight and you spend every half our to build things that takes you half an hour : you quit

Most of your ideas would take months to implement.

Also, talk to Bombini (maybe he'll join this conversation).
Some things that you mentioned are done by him. And he started his journal on 2014 (!)

News / Re: Stencyl jam #19! March 27th, 2020
« on: April 08, 2020, 09:06:12 am »

I'm not a good platformer. But for the first level you really should be making it very easy to let the player learn how to play.
One platform and use in-game help on the fact that you need to jump to make the platform change.

Also, the start screen isn't clear that you need to select level select first.  If spacebar is important (as it looks like) it should act as the way to start the first level.

News / Re: Stencyl jam #19! March 27th, 2020
« on: April 08, 2020, 12:37:36 am »
What a great amount of games. Here are my (scores) and little feedback on them:

Rupert Reset :  Great entry. Nice animations. Look and feel very nice. Good puzzle progression (1)

Dungeon Dive : Great game idea . Simon Says meets dungeon crawler. Reset theme is excellent. Good execution with sounds and graphics (2)

Reset Co : Very nice . Took me a while what the cat was about :) Overall very well done  (3)

The Reset : Great game idea. Swap chamber 0 with 1 . Chamber 1 is easier. Enjoyed the timelines very much. Good concept (4)

Reset World : Great procedural generation. Would have liked if the player could spawn on a predefined point. A couple of times I died because I didn't know where I was. (5)

Drill Reset : Good game idea. Nice simple execution. (6)

Reset Games : Ha ha nice game. Simple but effective. Made me smile on the switch to get enormous pile of coins. Good level progression. (7)

I am block :  Nice graphics, simple game but during intro I thought that I should be doing something

Control Alt Reset : Nice graphics . I'm a terrible platform player so I didn't got to see anything else than the first screen

Recursive Time Complexity : Violent little girl. I'm a terrible platform player so I didn't got far

Night Lab : Simple idea. At the beginning do one or two resets instead of the four or five needed .. level progression

Soof the short adventure : nice art style . It felt like some keyboard bashing to go places

Industrial Shapes  : Give the information of the keys during the game and not on intro . Too much text.  Couldn't get past level 2

JeffreyDriver Reset : Nice idea. But first level way to hard.

Abby's WacckyAttack : Cute animations. Also for 'nothing'  to do.

Rezed : Good atmosphere. Very balanced between tasks and information on screen. Could use an easier level progression at ' first'  run. Maybe increase the virus difficuly smoother

reconstructor : didn't know what the LOOK was for . Personally I hate WASD and keyboard input scrolled the itchio page. Couldn't make the jumps.

Fruit Reset :  Level 1 too hard. Make easier levels first. Also the movement of the fruits that easy makes it hard. In game tutorial would be nice.
It took me a while to figure out what the different reset buttons did. Too much going on at first. Looks promising though...

ReUp : Make it slower at first. Too frustrating now. Maybe you have a lot more packed into this, but I will never see it. Best score was 1

maze runner : nice idea, but first level way to hard (even on normal mode)

PuzzlePolygon :  Becomes hard too fast

Requeue : Didn't feel in control

Reset Rocket : I'm missing the reset idea

Project Reset : Where is the game?! I couldn't play it

Journals / Re: Stencyl jam #19 : RESET [your path]
« on: April 07, 2020, 01:02:04 am »
PostMortem : Reset your Path

As always : I need way more time to actually make something decent.
This game is barely playable on ' slow ' machines.

But ... I'm in these jams to stress/test my tools and extensions. Also I'm in the League of Idiotic Stencylers! Doing things in Stencyl that probably shouldn't be done.

   What did go right?   

loading OBJ files with only ColorMaterial materials

In the past I've used OBJ files with Textures, but I wanted to avoid texture loading.
I had to adjust the Away3D code to adjust for this. Since previously, only OBJ files that had textures worked.

Basically you have an .OBJ file with this
Code: [Select]
mtllib reset.mtl
You point to the textfile that has texture information in it. This file also needs to be on a web-based location!
Code: [Select]
o resetobject
If you have multiple OBJ files you need to be aware that this 'o' name is unique. Otherwise it will add all the OBJ files together.
(This took me a day of debugging)

Code: [Select]
usemtl color_name
This part is your material. Previously only texture references could be used.

   What did go wrong?   

Performance issues drawing path in 3D : this was fine on 2D
3D Tube drawing was a drain on the gameloop.

Drag&Drop game-mechanic
That mechanic worked nicely when it was 2D. But became unplayable on 3D.
I made it possible to single click on a path to edit it. But the direction changing code that was previously working fine made things way to responsive.
This leads to frustrating path creations that you did not intend.

I absolutely will re-visit this mechanism and hopefully also make a mobile/tablet movement capability

OBJ File loading on ItchIO : <- can't be used with HTTP Requests !

First I had the message 'Too much files in Zip' and after I used to include only 1x resources this message wend away.

The main problem was that the OBJParser that comes with Away3D is web-based. So you need your OBJ files to be on a network path.
Since you can't navigate from the host where your game is hosted : this means you can't load resources of a different website.
So I tried using ' visist URL ' block with the ' '
That gives an error since apparently you cannot reference things on your own page !!!!

Scene Switching

This became apparent on the last day !!!
And was the most frustrating thing to work on. Since that last day was reserved for assets.

I rather would have worked on the 3d Path optimization but the 'loading screen' / level selection / game screen
lead to ghost object creating and removing. Finally I had something working from the load-screen to the level-selection
and then to the game-screen. But switching from game to levelscene gave problems when arriving in another game-screen.
So I opted to restart the game when you want to go to the levelselection screen.

   Post-Jam TODO   

* Away3D : scene switching & object loading
* Draw Mechanism allowing for keyboard and single click and drag&drop
* Tablet version

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