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Messages - 8bitwit

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Archives / Re: Refer a friend
« on: June 24, 2012, 01:20:38 pm »
Yep my bad. Didn't realize it was in the Pro forum.

Archives / Re: Refer a friend
« on: June 24, 2012, 05:44:25 am »
There is a referral program. More info can be found here:,6147.0.html

Ask a Question / Re: Creating an efficient Level Select Menu
« on: January 26, 2012, 08:18:24 pm »
Your original idea of using one actor is possible, and it is possible to modify the behaviors inside the same actors with the use of different attributes.

First, you create a Scene Attribute and make a behavior as follows:

If mouse was pressed on self (or if touched self)
 Fade out for whatever seconds then switch to <Scene Attribute> and fade in for whatever seconds
 (you could also use the other transition types here instead if you're doing Flash only)

As for the level numbers you could use a Number Attribute and attach to the When Drawing wrapper with something like:

When Drawing
 Switch to actor space
 Draw <Number Attribute> at x coordinate, y coordinate

Then, in the scene where the level select button actors are, you double click on each actor to define which scene they switch to and what number should be written.

I'm on my phone so I can't make a Design Mode example at the moment, but if you'd like to go this route and need some more help I could drum up something later.

Old Questions (from 1.x/2.x) / Re: Mirrored Sprites Question
« on: January 23, 2012, 09:17:26 am »
I believe you can use the grow self block in Design Mode to mirror an image using a -100% width. It's under Actor>Tweening>Scale

here's a post about it:,5951.msg39001.html#msg39001

iPhone / iPad / Android / Re: Feed My Zombie iOS AVAILABLE NOW!
« on: January 02, 2012, 04:40:07 pm »
Hello and congratulations on the game.

I would like to ask what made you opt for Stencyl over GameSalad, Corona or Cocos2D?



I had tried GameSalad briefly when it was first released and didn't find it all that appealing. Then a couple of years later I was still itching to make games so I found Flixel. I was lurking the Flixel boards trying to teach myself some AS3 when I learned about Stencyl. From there, I just fell in love with it.

I still intend on learning AS3, and I've just recently started with Cocos2d, so we'll see how that goes.

Ask a Question / Re: Says "An Atlas exceeds 2048x2048 in size"
« on: December 31, 2011, 02:02:29 pm »
It means you have too many graphics on 1 atlas. These should help you out:

The iStencyl article on atlases:

and here's the accompanying video tutorial:

Be sure to check the iStencyl Help Center (click on Help on the top navigation bar and you'll see the link). There's some good nuggets of information for those first starting out.

Old Questions (from 1.x/2.x) / Re: Draggable platform with limits?
« on: December 30, 2011, 12:54:35 am »
The behavior route is a better solution in my opinion. I noticed that an actor disregards the limits of a sliding joint while dragging it. However, when it's released it will snap back onto the sliding joint.

Jon, I can do an example game/write up/video tut that demonstrates a draggable actor, a draggable actor with limits on an x or y axis, and a draggable actor that's limited to a box area.

Tried the first approach, but every actor I attach the joint to disappears when testing the game...

EDIT: When reloading the scene, the actor is there but only for a split second before disappearing on the spot.

I never had this particular issue with an actor attached to a sliding joint. Is there another behavior attached that is perhaps hiding the sprite, or maybe a collision behavior that is killing the actor?

Are any of the backgrounds set up to be repeated?

I had this issue when a background was checked as repeated. However, if the background had a scroll speed and was repeated or if it wasn't repeated, it was never an issue.

iPhone / iPad / Android / Re: Feed My Zombie iOS AVAILABLE NOW!
« on: December 27, 2011, 11:24:21 pm »
Used PJPTPJHFTL4E. Thanks alot. Seems impressive from what I've tried. I really hope you differentiate the game from cut the rope more in the future. Looking forward to what you do next!

Thank you. That's the plan right now, to get further away from Cut the Rope and try to make it stand on it's own as a unique yet similar experience.

Redid it from start and here is my analysis/review: If you move your finger quick it will sometimes pass by. The actor pinned onto the finger is kinda slow and thats what causes it. When using multitouch it lags a little. Also with the movable chain its really buggy. Sometimes it gets stuck. Also you can move the pinned chain part around as if the whole map was the movable space for it. I'll upload screenies tomorrow.

Those issues are being addressed in the first update which I'll be submitting to Apple once iTunes connect is back from the holidays.

iPhone / iPad / Android / Re: Feed My Zombie iOS AVAILABLE NOW!
« on: December 27, 2011, 11:11:49 pm »
Hmm, I'll have to mull over it and see whether the rope joint matches the common use case better than the stick joint.

I think it will work well in my case. I'd like to see it in addition to stick joints. It's funny, I thought I had posted a suggestion for different joint types in the suggestion forums weeks ago that fell on deaf ears, but now I realize that I must have gone through the trouble of typing it up but not posting it for whatever reason. HAHA, oops!

Ask a Question / Re: Hi, problem with Joint and pendulum effect
« on: December 27, 2011, 04:29:04 pm »
So in the scene where you have the two actors, double click on the actor that has the drawing behavior. An edit behavior screen should popup where you can edit the drawing behavior. From there, if everything is set up right, you can select the Actor 2 from the scene.

Ask a Question / Re: Hi, problem with Joint and pendulum effect
« on: December 27, 2011, 12:53:04 pm »
Also if your scene size is larger than your screen bounds you have to take into account the camera offset. I think you can do that like the example attached.

Ask a Question / Re: Hi, problem with Joint and pendulum effect
« on: December 27, 2011, 12:51:18 pm »
The easiest way to draw a line between two actors is to create a behavior that uses the "when drawing" wrapper.

For example, self is for the actor the behavior is attached to and Actor 2 is an actor attribute that you define in the scene.

iPhone / iPad / Android / Re: Feed My Zombie iOS AVAILABLE NOW!
« on: December 24, 2011, 11:27:11 pm »
Are there tradeoffs with using rope joints as opposed to distance joints? Is it safe to make it a safe drop in, no questions asked?

From what I understand, you lose the damping ratio and frequency options with a rope joint but (straight from the box2d manual) the rope joint restricts the maximum distance between two points, whereas distance joints set a minimum distance. This can be useful to prevent chains of bodies from stretching, even under high load...

It's a bit beyond me to say whether or not it would work with Stencyl's version of box2d.

iPhone / iPad / Android / Re: Feed My Zombie iOS AVAILABLE NOW!
« on: December 24, 2011, 10:28:40 pm »
hey just bought your game.

+ gratulations for the high level of polish.
+ really nice physics and easy controls.

two things i like to see in an update would be:
- a more polished background gfx and
- fixing of the the chain slider
which worked but had a lot of bugs, where the chain visually broke after the second ring from the top, but still was connected to the rest of the rings!

this app really rises the standard of what is possible with istencyl, well done!

First off, thanks for the kind words!

Each new level pack will introduce a new background to go with the theme of that level pack. Right now iStencyl doesn't support repeated backgrounds so it tends to look a bit wonky when the level is bigger than the screen bounds (the image is static while the level pans). I made the background so that it would look seamless when it's repeated, and it does that in the flash version I'm working on, giving a much nicer look to the level itself.

From what I've learned lurking around cocos2d and box2d forums, the separation you see is really from the limitations of the box2d distance joints (or stick joints as they're referred to in Stencyl). Distance joints are not completely rigid, they're meant to keep two actors at a minimum distance, but not a maximum. Different weights of the actors combined with different forces of gravity can sometimes have very odd effects on them. I tried to adjust everything so that it did the minimal amount of stretching, but I would like to see the added support of box2d rope joints in the future (b2RopeJoint). It behaves in a similar manner to a distance joint, but keeps the two actors at a maximum distance, recreating the behavior of a non-stretchable rope.

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