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Messages - riotmedic

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Chit-Chat / Re: Friendship Is Magic
« on: August 16, 2011, 09:30:11 am »

Yeah, man, that's exactly what I meant too. Looks nice though. There was this one horror game on Kong about caves that manages to make it work (sort of) without a great slowdown. I'm not sure how to achieve that in stencil, because of all the layering slowing it down. I'm on a computer from around 2003 and it's standable but not if any action happens.


I am sort of making this, in an entirely different setting and all, but it is also the whole flashlight top down shooter thing. Cool! Yours looks really good. Your lighting system is way better than mine, I just had a black cover following the mouse just like you though.

one of the resons the resolution is so low is stencyl did not like swinging really really big sprites

I know, hey!? I'd love to do dynamic lighting but the overlay is the only way I'm seeing it work out now. I was thinking of adding secondary shadow layers to NPC's and enemies, but so many layers would probably turn the frames per second down quite a bit. One day when computers are better this'll get easier.

Keep on working on it! Your efforts are making me more eager to work on mine! :)

Chit-Chat / Re: What are you reading right now?
« on: July 19, 2011, 07:29:02 am »
I just finished Homeland, by R.A. Salvatore.

Game Ideas / Re: Does stencyl even have copy and paste
« on: July 19, 2011, 07:12:52 am »
You have a tile fill tool, which does a similar job as long as you set the outline up yourself.

Copy paste would be a terrible feature for level design in my opinion haha.

Game Ideas / Re: Question for other musicians
« on: July 17, 2011, 10:14:59 am »
You only use a tracker? That's pretty cool, very few people do only trackers anymore. Sometimes I'll leave Dangerous Dungeons open on some level to listen to the theme :)

Ask a Question / Re: Aaaa...Heeeelp!..Before I die in tryings... :)
« on: July 14, 2011, 05:44:13 pm »
I've also been looking for exactly this type of behavior! I was initially playing around with the SS actor in the Cutscene Pack (thank you Greg), but my additions were causing bug-ups. Thank you Greg, again! This makes my life so much easier.

Game Ideas / Re: Bane's Game Development Journal
« on: July 13, 2011, 10:49:50 am »
I like it! I got to the town.

Ask a Question / Re: Deleting or Removing a tile
« on: July 09, 2011, 09:00:10 pm »
Do you mean on the scene? You can put in another tile, an empty tile, to erase that one.

If you mean during gameplay, it may be safer to create some actors that can act as tiles and then kill them.

Resolved Questions / Re: I'm having trouble with the dialog box?
« on: July 08, 2011, 10:21:20 pm »
Is your size in the Dialog Box UI set as variable? I've seen this happen before when the location of the dialog box is set to follow the actor, you may want to try setting it in the center of the screen.

Ask a Question / Re: How to create a unlimited actor?
« on: July 08, 2011, 02:03:50 pm »
Number & Text > Random Numbers options in your behavior.
I'd get a random number within the size of your scene.

It might be safer to make a .gif of a rainscene and overlay it using the foreground, just so there's less computational requirements. Unless you're dodging these raindrops...

Windows / Mac / Flash / HTML5 / Re: Planet Green
« on: July 07, 2011, 10:44:15 pm »
I'm not sure how I feel about the top level parallax animation of stars. I guess you could argue they're debris or something but they feel out of place, being the same size as the stuff on the background.

Other than that, fun little shooter!  :) Cool planet graphics.

Ask a Question / Re: Scene setting ID problem?
« on: July 07, 2011, 10:31:31 pm »
I think this might be a bug in translation from design to code, actually.

Code: [Select]

public var _targetScene:Scene;

public function setToEnd():void
    _targetScene = 6;

is how a set scene attribute box translates to code, but what it should be doing is setting _targetScene as an actual scene object/variable. I'm not sure how to fix it without redoing it in code mode.

The original reason I got into this was because I was building a door/transition from scene to scene, with the target scene being an attribute of type Scene that I wanted to define dynamically during the runtime of the current scene. I wanted the door to appear after a boss actor is killed.

I initially wanted to handle this without recycling but I couldn't just do a) hide and set group to Doodads to avoid collisions, because I have no idea how to set groups in a dynamic way. I can avoid collisions and keep the actors in the scene if I b) recycle the door during initialization of the scene, but the original value of the targetScene attribute is nulled after creating the recycled door again.

Is there another way to set Scene type attributes during run-time? Alternatively, is there a way to hide objects and remove any and all collisions with Player group and then un-hide and turn those collisions back on after an event (death of a boss actor, in this case) takes place?

Thanks. I have this tingling feeling I'm just overthinking the logic behind all this.

P.S.: Is there a deeper purpose of the Doodads collision group other than having a non-collision group? I couldn't find an explanation anywhere on the 'pedia or forums, and I was wondering what the reason behind its existence was.

Resolved Questions / Re: floating actor
« on: July 07, 2011, 02:08:51 pm »
Is gravity on in your scene? Is Blue Guy affected by gravity?

Ask a Question / Re: Scene setting ID problem?
« on: July 07, 2011, 01:05:50 pm »
Thanks Epic, I'll look into using that one.

And Alexin, yes. lastSceneIWasOn is a Scene type attribute.

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