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Messages - hendriza01

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16
Playing the game now, it's addictive and fun, thanks! :)

17
Suggestion Archives / Re: Ability to mask objects
« on: January 05, 2016, 09:22:17 am »
Hi there, I believe you can use a mask with the Stencyl image API. Might be worth reading through this article to get some ideas - http://www.stencyl.com/help/view/image-api. I haven't tried the masking feature myself but I have worked with Image API in the past and it works well.

18
Chit-Chat / Re: Ludum Dare 34- Are You In ?
« on: January 05, 2016, 09:19:22 am »
Well done guys :) I look forward to trying my first LD soon, been inspired seeing what you folks created in such short time. Looks like a lot of fun.

19
Ask a Question / Re: Showing damager counter per hit
« on: January 05, 2016, 09:12:58 am »
Thanks guys! I'm a little confused regarding the text in enemy method.

Hendriza01, I too thought of creating an actor for each number, then label each actor with their respective number, tween the actors then play with opacity and kill self. But yes, as you mentioned, it's probably not an efficient method.

Thanks!
Hey chongyunxiang, well the Image API is more efficient than using an actor for each number, because essentially you are manipulating an image rather than an actor. So it doesn't use that much in terms of resources. I believe this is one of the reasons the Image API was created, so instead of having hundreds of actors on the screen at once, you can have hundreds if image instances of just one image on the screen to create various types of effects. When I was testing it, it caused almost no drop in FPS, and I had bullets flying and various actors moving around taking damage and the Image API just handled it without any issues.

But again, there could be an easier way like "t4u" mentioned above, although I am not too sure what he meant either. Maybe he meant something like creating an actor attached to your player (like a small rectangle which has opacity of zero), and then when he takes damage, you draw a font onto the actor and make it visible. And let it fade out again.

Or maybe t4u meant just having drawing a font directly onto the actor itself just above it's head. If the font is empty, it won't draw anything. When he takes damage, some font will be drawn and it will show above his head. Then you just set the font to empty / blank space again after 1 sec or something.

20
Resolved Questions / Re: Bitmap Fonts [SOLVED]
« on: January 05, 2016, 07:10:27 am »
Nice going with getting it solved. I'll be messing around with bitmap fonts this week as well, so if I encounter the same issue, at least I will know what to do :P

21
Resolved Questions / Re: Bitmap Fonts
« on: January 05, 2016, 04:16:59 am »
Hi henkass, I haven't played with bitmap fonts much yet myself, but The Indie Station posted a video last night on how to set up custom bitmap fonts, might be worth checking the video to see if you missed something: https://www.youtube.com/watch?v=5g91P5YmVMs

22
Ask a Question / Re: Showing damager counter per hit
« on: January 05, 2016, 03:05:56 am »
Some time ago I created a little demo platformer with a damage counter and what I managed to do was also "tween" the font upwards and reduce opacity over 1 sec, which is a behaviour you see in many games. But I think I used a slightly more convoluted way as I wanted to experiment with the Image API blocks.

I created each number in Inkscape and imported them into my games folder so Image API could use them, and I just created the image in the center of actor and above it's head each time it took damage from a particular bullet type. Then I tweened the number upwards and reduced opacity over time. It was just for fun to play with Image API, but probably not the recommended way to do it for your average game. Although tbh I'm a believer that it doesn't matter what method you use to create a behaviour, as long as it works efficiently and doesn't lag your game more than other suitable methods, then its all good :)

23
Ask a Question / Re: Collectable items hud.
« on: January 05, 2016, 02:50:36 am »
Oh yes of course, that is the simplest, lol. It just occurred to me that I used the same method some time ago in a demo I made, don't know why I didn't think of it at first!  :-[ So yes, that would be first choice option indeed :)

24
Ask a Question / Re: TheIndieStation
« on: January 04, 2016, 03:44:42 pm »
Thanks for the video on how to work with bitmap fonts! I could hear that you were not feeling well at the time of recording and yet you still made it happen on request! I can't tell you how much this video has helped me to better understand bitmap fonts. I've been using standard type fonts up till now, and I can't wait to introduce some crisp, stylish looking bitmap fonts into my games. So thanks, thanks and thanks again for your contribution as always to the Stencyl community! Looking forward to your next vlog :)

25
Ask a Question / Re: TheIndieStation
« on: January 04, 2016, 12:38:52 pm »
I will do a bitmap font tutorial today ;)
Awesome!!! Thank you!!! :)

26
Journals / Re: Hola Mundo - Learn Spanish through an RPG!
« on: January 04, 2016, 09:44:51 am »
Looks cool, I like the idea of learning another language while playing. I wish you best of luck and look forward to following your project as it develops.

27
Ask a Question / Re: Collectable items hud.
« on: January 04, 2016, 09:22:43 am »
Hi there. I can think of many different ways to do this. A simple way would be to create for each collectible item a duplicate item that is perhaps greyed out, or you can create a silhouette of the item (you would do this in the graphics program you used to make the collectible items). So you have 2 of each, one item to display on the HUD when it hasn't been collected yet, and the other to replace it when the player has collected it.

You would then create those greyed out / blank items on your HUD when the scene starts, and when an item is collected, you simply replace the greyed out item with the coloured item by (and this is just one method) killing the greyed out item (Kill Actor block), and create the coloured item in its place (Create Actor block). You could also use opacity to accomplish a similar goal where you fade in the collected item when it has been collected (that way you have only one actor on the screen which is partially hidden when the scene starts) and even add some animation when the item reaches 100% opacity, e.g. sparkles etc.

Another option is to use the image API, although it takes a little more work to set up. To be honest there are so many different ways to do it. But yeah those are just some simple methods to give you an idea. I am sure other folks here will have other ideas.

You could potentially adapt the health manager concept presented in this video tutorial series by The Indie Station (https://www.youtube.com/watch?v=EF__tes8xCA). I can't remember which part of the series shows it, but it was in one of them (maybe part 3 or 4), and it is just an example of how to show icons in a HUD. It is a good series to watch anyway to help show you the basic process involved in setting up a new game and implementing damage, health, and win condition.

Good luck, I am sure you will get it right while playing around with killing the greyed out / blank actor and replacing with a coloured one when the player collides with the item in the scene.

28
Journals / Re: welcome to the bikiniverse
« on: January 04, 2016, 09:03:41 am »
Good luck with your project Josh, look forward to seeing it in September! :)

29
Windows / Mac / Flash / HTML5 / Re: Destroy UFO v1.1
« on: January 04, 2016, 08:52:27 am »
Good first attempt, keep working at it and make more games now that you have the basics down :)

30
Ask a Question / Re: TheIndieStation
« on: January 04, 2016, 08:48:58 am »
Im thinking of doing bigger series again. What kind of games would you like me to create?

Hmmm, maybe something like Bubble Witch :) Or a Missing Object game. Not any fancy graphics, just on a small scale with a basic idea of how to implement it. Or maybe just a Catapult / Angry Birds type of game would be cool. Anything really would be great dude. PS: Maybe also a short video on importing a bitmap font, slicing it up and using the font in a scene. I haven't really played with bitmap fonts much, so a video of the process would be awesome as well.

Whatever you choose to do I will watch anyway, I'm a big fan of your channel and series. So keep it up! :)

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