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Messages - Justin

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I've committed the change. Thanks for your help, Alexin.

Yeah, I get the technical aspect (maybe it doesn't seem like that from my last post.. I realize that I referred to each of the uint's digits as bits.. >_< ). I was just thinking, should the bitmask be applied immediately when the color is set, or for each drawing operation? If we never actually use the alpha component of the color, it would make sense to apply the bitmask right away.

It seems that this happens because colors are stored as 8 bits, while Graphics:beginFill() should be passed a 6 bit color. What would be the best way to fix this? It seems that opacity is generally applied through color transforms, so is there a need for the extra two bits (the alpha)?

a post I found on the issue.

Ask a Question / Re: Do after in a global custom block
« on: April 21, 2011, 05:04:44 pm »
Unless the preview code puts spaces where it shouldn't (such as in the middle of an increment sign "+ +"), I think it should work.

The wait time goes on the line after the functions closing curly brace. Replace thousandthsOfSecondsToWait with a var or number. Use "1000 * (...)" to work with seconds, just like the doAfter block.

I found two fonts called "Handwriting," both uploaded by Ceric. I can see them, but when I view their page, they appear to be private.

edit: They're only visible on the Featured resources page.

Ask a Question / Re: Do after in a global custom block
« on: April 21, 2011, 03:48:44 pm »
Hm.. I did this recently, but it's in code.

Code: [Select]
var t:TimedTask = new TimedTask
//code to process goes here
(FlxG.state as GameState).addTask(t);

Resolved Questions / Re: Can't sign in to StencylWorks
« on: April 20, 2011, 11:45:20 pm »
Thanks, Jon. I copied that over and it worked.

Resolved Questions / Re: Can't sign in to StencylWorks
« on: April 20, 2011, 11:27:03 pm »
All I brought over was games. However, I did just realize that there was another error indicating that I was missing my boot.txt file.

ERROR:  'Stream closed' C:\Users\Justin\My Dropbox\StencylWorks Workspace
\stencylworks-prefs\boot.txt (The system cannot find the path specified)
        at Method)
        at<init>(Unknown Source)
        at<init>(Unknown Source)
        at<init>(Unknown Source)
        at stencyl.sw.util.Loader.writeLocalDictionary(
        at stencyl.sw.SW.finalizeWindow(
        at stencyl.sw.SW.showWindow(
        at stencyl.sw.SW.get(
        at stencyl.sw.SW$
        at java.awt.event.InvocationEvent.dispatch(Unknown Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at Source)

Old Bugs (1.x/2.x) / Re: Menu Lines 2011: We're back!
« on: April 20, 2011, 11:19:22 pm »
I'm seeing this on Win 7. I've actually been experiencing it for a while, but it kept slipping my mind to post about it.

Resolved Questions / Can't sign in to StencylWorks
« on: April 20, 2011, 11:17:25 pm »
Just downloaded the latest version and installed for the first time.

I was presented the Sign In screen when I first opened sw, and I entered in my username/password. I couldn't access StencylForge, so I tried opening the Sign In dialog from the File menu. When I try to open the dialog, this appears in the console.

[LOG] Action: Sign In / Sign Up
[ERR] Could not sign in because of networking issues.
[ERR] 1) You could connect to our servers, located at
[ERR] 2) Our servers are down.
[ERR] 3) Our servers have moved, and your DNS cache has not been updated.
        at Source)
        at org.jdesktop.swingworker.SwingWorker$ Source)
        at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
        at Source)
        at Source)
        at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
        at java.util.concurrent.ThreadPoolExecutor$ Source)
        at Source)

Windows / Mac / Flash / HTML5 / Re: The Binding Force
« on: April 17, 2011, 12:21:42 am »
It seems like I've been waiting forever to play this. The wait was worth it though. Just played through to the end of the demo, and it was fantastic. I'm just itching to keep on exploring...

Resolved Questions / Re: Have you used Pencyl?
« on: April 13, 2011, 11:50:13 pm »
I have used it, but I usually have the default image editor set to MS Paint, unless I need to deal with transparency.

Resolved Questions / Re: Returning Actor custom block.
« on: April 11, 2011, 04:01:58 pm »
Exactly as LH said. Take a code block, and type "return null;" without the quotes.

Resolved Questions / Re: Problems with Dialogue Messages by Justin
« on: April 05, 2011, 07:47:29 am »
Keep in mind that it's still a work in progress, and that I've been revising it quietly for some time now. What you are using is very much an... alpha stage of the finished product, you could say.

As for  doing something after a message has been displayed, check the examples from Bubble Ninja again. It's not very convenient, but it's what you can do in the meantime before I include support for post-message actions.

Resolved Questions / Re: Problems with Dialogue Messages by Justin
« on: April 05, 2011, 03:39:47 am »
Design_0_0 is indeed the name of my main dialog behavior, which is a code mode behavior. "fromString" and "setMessage()" are not static properties, though. You shouldn't try to call them like that. Use the messaging blocks provided in Design Mode.

If you need an example, I'll make Bubble Ninja public for a short while. Check the "Scene -> Cutscene" behaviors that have the word "Conflict" in their name. You'll see examples of calling the message behavior.

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