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Messages - Ninjadoodle

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31
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 21, 2012, 03:09:06 pm »
Just a little bit more info ...

I tried compiling windows, flash and html5

I played with each for about 2mins

WINDOWS - seems to work fine :)
FLASH - crashes after some time
HTML - crashes after some time

32
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 21, 2012, 02:44:29 pm »
Just tried run clean project and still the same thing /:(

No problem, take your time ... I know you must be busy :) I'll keep testing to see whether I'm doing something wrong.

33
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 21, 2012, 02:35:56 pm »
Using windows and yup, I used the new binaries you sent to update everything.

The windows one seems to be running no problem ... wonder if its something to do with flash, which is what I'm targeting at the moment.

34
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 21, 2012, 01:53:29 pm »
I've updated to the latest release of Stencyl / updated with the new extension and loaded the new game file :) Here is what happens ...

TypeError: Error #1009: Cannot access a property or method of a null object reference.
   at AStar/get()[C:\Program Files (x86)\Stencyl\plaf\haxe\extensions/decision-making/DecisionMaking.hx:112]
   at AStar/to()[C:\Program Files (x86)\Stencyl\plaf\haxe\extensions/decision-making/DecisionMaking.hx:162]
   at DecisionMaking$/getAStarPath()[C:\Program Files (x86)\Stencyl\plaf\haxe\extensions/decision-making/DecisionMaking.hx:16]
   at scripts::ActorEvents_2/Hunt()[Source/scripts/ActorEvents_2.hx:62]
   at MethodInfo-3306()[Source/scripts/ActorEvents_2.hx:131]
   at com.stencyl.behavior::TimedTask/update()[C:\Program Files (x86)\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/behavior/TimedTask.hx:48]
   at com.stencyl::Engine/update()[C:\Program Files (x86)\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:1990]
   at com.stencyl::Engine/postUpdate()[C:\Program Files (x86)\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:2287]
   at com.stencyl::Engine/onUpdate()[C:\Program Files (x86)\Stencyl\plaf\haxe\lib/stencyl/1,00/com/stencyl/Engine.hx:2280]

35
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 21, 2012, 01:33:51 pm »
No problem at all, thank you for making it easier for us to make path-finding :)

I knew it was something I was doing wrong .... It now compiles and works, but the sample still crashes at times.

It seems to crash randomly after it's been running for a few seconds and also any time I enter the X tiles.

Does this happen for anyone else? (maybe I still need to update something)

36
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 21, 2012, 12:47:11 pm »
Hi Jihem

I made a donation to your paypal account for the awesome work your doing! You should post your Paypal address here, so others have a chance to do the same :)

Thank you heaps for your new example! I'm getting a couple of problems tho ...

When I try to compile, I get these errors on the lines where you set the "code cost for . and A" ...

Events for 'Hunter' (120) -  Missing ;
Events for 'Hunter' (121) -  Missing ;

Also, when I try to remove these lines and compile, the game crashes after moving with the arrow keys.

Any idea what I might be doing wrong?

Thank you again for all your help, I really appreciate it :)

37
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 20, 2012, 01:38:05 pm »
Hi Jihem

Thank you for an awesome extension :) I've read your guide and have been playing around with the settings but I'm having trouble applying it to my game.

Basically I would like to have a key controlled player move around and an enemy to follow them.

Is this possible with your extension? Do you have any tips on how I would go about doing this?

Thank you again!

38
Ask a Question / Re: Loading saved game
« on: November 11, 2012, 12:12:23 am »
They don't have to be unlocked in order .... I guess the main thing I need is showing that a particular level has been completed on the main menu game.

I think I'm going to have to go with the simple option first and probably pay somebody to make make me the system I need :) It seems to go beyond my skills haha.

39
Ask a Question / Re: Loading saved game
« on: November 10, 2012, 08:03:53 pm »
Hi, thank you heaps for the answer! What I want to do is to create a "MENU game" from which you can select a whole bunch of separate levels (puzzles) ... these separate levels are also "separate games".

When you solve one of these puzzles, I want the main menu file to somehow listen or know that the particular level has been solved and display a tick or something along those lines.

Now, I know people are just going to say that I should just create one game with different scenes, but I have really good reasons for wanting to do this :)

I am going to be hosting this and want to upload a new puzzle everyday and don't want the game size to get out of control ... I also want to discourage people taking the file and hosting it them selves, as they would need to find all of the separate levels first.

So, everyday I would be re-uploading an updated "MENU game" and a new puzzle which the menu game links to.

Is there any way I can get them to communicate through a web service etc. ?

Thank you heaps in advance!

40
Ask a Question / Loading saved game
« on: November 10, 2012, 01:49:31 am »
Hi guys

Is there a way one flash or html 5 based game can load another games saved data?

For example you play "game 1" and it asks you to go play "game 2" and perform an action ... "game 1" will only proceed when the action in "game 2" has been completed?

Hopefully this make sense :)

Thank you in advance!

41
Archives / Shuffling scenes in the editor?
« on: November 05, 2012, 03:12:00 pm »
Hi guys

Is it possible to move around the scene icons in the editor? This is just for organizational purposes ... if anyone know that would be awesome :)

42
Fixed Bugs (3.x) / Re: Slide to and by tweens
« on: November 05, 2012, 04:05:11 am »
Thank you! Sorry, I will post bugs here from now on :)

I've been playing with the settings a bit and the problem seems to only occur with "simple physics" selected, so I'm not sure if it's a bug or just a limitation of using the simple physics feature.

43
Fixed Bugs (3.x) / Re: Slide to and by tweens
« on: November 03, 2012, 05:48:55 pm »
Hi Jon

Do you need more info on this? I can send a file if you need to see what I'm talking about :)

44
Fixed Bugs (3.x) / [SIMPLE PHYS] Slide to and by tweens
« on: November 03, 2012, 03:37:05 am »
Hi Jon

When using "Slide to" or "Slide by" it seems the bounding box gets left behind.

If I make an action to slide the object by lets say 100px when clicked, it works the first time but after that, I have to click the original empty position, to get it to slide again.

Hope this makes sense /:(

Also, when I enable debug drawing, the bounding boxes don't show up.

(Platform: Flash Player)

Thank you!


45
iPhone / iPad / Android / Re: Tom TAPper - finished!!
« on: August 09, 2012, 05:35:38 pm »
Hi

I just had a look at Tom the Tapper", a copy of my game "One Button Bob".

Now, I think getting inspiration and ideas from other game makers is important but inspiration does not equal copying.

As Far as I'm concerned Tom the Tapper is a blatant copy of One Button Bob.

I've a good look at it and, the levels have been taken from my game and reshuffled, as well as the enemies and traps (granted, you did also add 'new' levels on top of the copied ones).

I find it hard to belief that people think it's ok, to just go and copy someone else's work in order to profit from it. It can be hard work being a game designer, but we choose to do it because we love it.

Now, I'm not really happy with this and I will be contacting the Apple App Store people as well as you personally.

Ninjadoodle

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