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Messages - CmdrWhitey13

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Ask a Question / Re: Taking Screenshots of a Stencyl Game
« on: May 06, 2018, 06:35:56 am »
Would the Image API be useful for this? Why not try to take snapshot and can display it or export it for other reasons?

Ask a Question / Re: Making an actor attack the nearest Enemy
« on: March 27, 2018, 10:39:12 am »
Best bet is to use lists.  My War of he Guilds project uses this concept.,39923.msg224929.html#msg224929

iPhone / iPad / Android / Re: Big Shot Boxing
« on: March 21, 2018, 07:28:19 pm »
Gameplay video:

Congrats Colin.

Chit-Chat / Re: Publishing your Linux games on Steam?
« on: March 21, 2018, 04:17:52 am »
You maybe able to use this:

Ask a Question / Re: Mini Map Help
« on: March 14, 2018, 08:14:56 am »

Although it does work, due to the number of tiles (my scene is huge, 300 x 300 tiles) there's a lot of lag when viewing the map. Not a huge problem for gameplay as the game is paused when the map is up, but I'm still going to have to switch from using drawing blocks to using the Image API.

It's drawing around 45,000  shapes!

Limit Use of Custom Drawing
The Drawing blocks under the Drawing category in Design Mode allow you to draw custom shapes on screen.

Using them takes up a lot of processing power, though, so take into consideration how many custom shapes you're drawing on screen at any given time. Consider pre-rendering your effects instead.

Ahh.. i see what youve done.. sweet... it can be optimized :)

Setting Pixels

When setting many pixels at a time, use the batch draw block (placed right above the set pixel block). This informs the system not to push an image's updates to all its instances until you've finished your work.

Optimize would be better if you can make a minimap image and draw pixels for tiles. Batch draw on imge may help if you go this route.  Shapes not so well on performance.

Hope this helps.

Maps are useful when you want to...

Store many things but don't care about the order.
Want to access things instantly.
Prefer to refer to things by name.

Maps give random output.

Ask a Question / Re: Make something go through one side
« on: March 06, 2018, 06:23:45 pm »
I realized what the problem is and I don't know if there's a solution... I'm trying to make it so that enemies only go through one side to and if I'm on the right side they'll be able to pass

Collision Sides
One point to watch out for is that collision sides are based on the rectangular, bounding box of the shape that collided, so if you used a circle or a polygon, pay attention to the results.

Ask a Question / Re: Any info/rumors about Stencyl 3.5.0 ver?
« on: March 04, 2018, 03:54:36 pm »
I don't know if you can access the engine changelog on github, but there's a long list of resolved bugs. There are still more to fix, though.

Found it:

Ask a Question / Re: Collision doesn't work
« on: February 20, 2018, 02:45:40 pm »

Ask a Question / Re: Image API Scene Transition
« on: February 12, 2018, 03:41:01 pm »
4. Split the image into squares (Say 8 x 8px or 4 x 4px)
5. Randomly cycle through each square and clear that part of the image until the entire image has been cleared to reveal the new scene below.

Parts 1 to 3 aren't the issue,but I'm stumped on parts 4 and 5.

Your system for swapping scene while having the screenshot is interesting where there is no global image or image instance. I would say a global list pehaps?

4. Clear block with width and height may work.
5. Maybe with a list of coords and random block.

I could perhaps draft something up.

Ask a Question / Re: Enemy Life Not Working?
« on: February 10, 2018, 07:01:07 pm »
Life should be initially greater than 0 if not already specified.
Where t says kill self, drag down the 1st actor block above to the self location.

Hope it helps.

You can set variables.
Check out the example:

Ask a Question / Re: Coding Mistakes
« on: January 26, 2018, 02:59:06 pm »
Some parts of the code can be simplified as well.

Ex:  For 1st screenshot under always, remove all the ifs and just switch animation to 1_1-1 for check 19.

iPhone / iPad / Android / Re: RETRO REDUX (Untitled)
« on: January 25, 2018, 01:34:38 pm »
It was due to the way actors are killed and created as the camera moves around.
What if the actors were paused and resumed once on screen again?
You could use the actor on screen to reactivate them, rather than destroying them.

Ask a Question / Re: Draw image from an actor in another actor
« on: January 17, 2018, 05:37:26 pm »
Have you tried:

Attach instance of image from actor to actor at x,y, front?

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