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Topics - TehT

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Ask a Question / 2D List question
« on: September 27, 2015, 03:43:06 pm »
I'm using nested lists to make a grid of tiles for a game.
when running the 'clear' command I want to iterate through the list and remove any tile with a certain value, however, as I remove something from the list the 'repeat [number of items in
    ]' returns with a reference error as the list is now shorter than when the loop started.

    Is there a way to stop or restart a definite loop, or will I need to pre-define each tile beforehand and change the values?

Ask a Question / Background Scrolls Horizontally, but not Vertically
« on: September 02, 2015, 02:29:43 pm »
I've made a fairly large but simple 4095*1536 background image which is put in a scene of equal size. 
The camera is locked to my player actor, when moving left and right the background follows as expected, however when moving up and down the background is stuck to the camera.
Is there any way to fix this?

Ask a Question / Shaky Camera Movement
« on: August 18, 2015, 12:00:32 pm »
When moving the camera vertically moving sprites seem to shake a lot, is there any way to improve this?



Proprioception (/ˌproʊpri.ɵˈsɛpʃən/ PRO-pree-o-SEP-shən), from Latin proprius, meaning "one's own", "individual," and capio, capere, to take or grasp, is the sense of the relative position of neighbouring parts of the body and strength of effort being employed in movement.

Hand-Eye Coordination and Multitasking are your primary tools as you try to get as many points as possible and keep the timer running!
Bonus points are awarded if you match both markers with the minimum amount of moves.
Another .5s is added for every successful match

The game has technically been out on for a while, but as I picked up the indie license from humble bundle, I figured I might as well add a windows download! Give the flash version a go, or download the exe, they're both free!

Ask a Question / Layer Z-Ordering
« on: June 07, 2015, 06:52:58 am »
Working on a card based game, but I am having some difficulty getting the card Z order to change at all..
As they say, a picture is worth a thousand words.

The top number is Z-Order within the layer, the second is Layer ID.
As you can see, they are on the same layer, but the order is completely off.

I try to use the block "Move [self] [to the top] within the layer and the numbers change, but the order does not.
Any ideas?

Windows / Mac / Flash / HTML5 / Discordia Nix (#1GAM January)
« on: February 01, 2015, 02:06:21 pm »
As part of my New year's resolution to DO MORE STUFF i decided to throw myself into the #1GAM thing again this year.
I started out with a fairly simple concept, a two player snowball battle, with some characters thrown in for fun.
To be honest, the code is pretty messy, but i learned a ton and hopefully february's game will have a better structure :)

Not sure exactly when this appeared, but I am no longer able to use the dropdown menu for any block in the 'Behaviors' tab.
Instead i get the error below
The blocks still work fine if I enter the data manually.

Any ideas on how this can be solved?

Code: [Select]
Level:     ERROR
When:      2015-01-03 22:42:01
From:      root

Unexpected problem on thread AWT-EventQueue-0: stencyl.sw.util.comp.menus.DelayedMenuLayout cannot be cast to java.awt.GridBagLayout

Throwable: java.lang.ClassCastException: stencyl.sw.util.comp.menus.DelayedMenuLayout cannot be cast to java.awt.GridBagLayout
at stencyl.sw.editors.snippet.designer.PlainField.buildMenu(
at stencyl.sw.editors.snippet.designer.PlainField.generateAttMenus(
at stencyl.sw.editors.snippet.designer.PlainField.generateAttMenus(
at stencyl.sw.editors.snippet.designer.PlainField.buildTextMenu(
at stencyl.sw.editors.snippet.designer.PlainField.mousePressed(
at java.awt.AWTEventMulticaster.mousePressed(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$ Source)
at java.awt.EventQueue$ Source)
at Method)
at$1.doIntersectionPrivilege(Unknown Source)
at$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$ Source)
at java.awt.EventQueue$ Source)
at Method)
at$1.doIntersectionPrivilege(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)

Brainfart is a fairly simple game where you move colored blocks on a grid to their matching colored outlines.
Your time is limited however, and you need to be quick to keep the ball rolling.

I know the name doesn't actually fit the graphical style of the game, but I was completely unable to come up with something better before the march deadline.
This is actually a reinvention of an old idea I posted here a while ago, but at the start of #1GAM for March I pulled the idea back out and rebuilt it from scratch.
The game is built to be completely scalable, all positions and sizes are based on relative screen positions and should move around as intended if the game were to be exported in a different resolution. Fonts are still a bit of an issue, but not insurmountable.
I'd love any sort of comments or feedback! (and better name suggestions)

Edit: Speaking of brainfarts, I forgot to include a link to the actual game XD

Windows / Mac / Flash / HTML5 / Attack of the Killer Space Blocks (II)
« on: January 02, 2014, 03:13:52 pm »
My current work in progress and january project for #1GAM is polishing up this old turd I've been working on for a looong time and finally turning it into an actual game.. I've been playing around with the control scheme and the actual blocks themselves to make the game more interesting and I feel like I got a decent thing going here.

The problem the game has as it stands is that the difficulty ramps up way too quick around the 10k points mark, at which point the amount of blocks on screen more or less collapses the physics engine. It occurs to me that I probably need to make some of these interactions cheaper.

I'm currently using box3d physics for the small fragments that don't really interact with anything. But I realize this is probably a bad idea. Any ideas how i can do this without actually making these physics objects?

Anydangway, here's a link to the game as it stands as I wrap up on the second day of the reimagining. I'd love any kinds of suggestions or feedback.

Attack of the Killer Space Blocks

Ask a Question / Problem Disabling/Enabling Behaviors
« on: September 14, 2013, 03:20:51 pm »
I seem to have some problem enabling and disabling behaviors for created actors.

For my game I create the main actors using a Scene behavior instead of placing them manually on the scene tab. And I want to be able to apply one of several behaviors to the main actors.

I've set up a Game Attribute "GameMode" and want to use the value of this to specify which behavior to run. I manage to turn OFF the behaviors no problem when the Actor is created, but It seems to ignore my pleas of activating them again.

Any ideas how I can solve this?

Windows / Mac / Flash / HTML5 / Speedmatch - Two Cursors, one Brain
« on: September 13, 2013, 03:17:18 pm »
Speedmatch (working title, need to think of a better one) Is a game that challenges your hand-eye coordination reflex and multitasking. You have 30 seconds to move two different colored Markers to their matching targets as quickly and as many times as possible. When you do, you are awarded with a small timer increase and two new targets to reach.

This is my first of several modules for a grid based game. Currently everything is randomized, but I have mechanics in place to make specific levels and challenges later down the line.
There are variables for grid size, and everything scales and centers appropriately
I have added (but not activated) Impassable walls which can be used to increase the difficulty, they will be used more in other modules.

Your current score is to the left, and your highest score is to the right of the timer, only per session for now, but this may change later.

Recent Additions include an Options Menu that lets you customize your difficulty level.
This is mostly just for testing and showcasing the various options for now, and will not be included in the final game in quite this form.

Ask a Question / Questions regarding Draw
« on: September 12, 2013, 02:58:28 pm »
I use the draw line block to make various portions of my game field, but these lines are always drawn on top of any actors, is there any way to change what layer lines are drawn to?

Windows / Mac / Flash / HTML5 / Simple Memory style game.
« on: September 11, 2013, 03:35:53 pm »
Just getting into the spin of things with Stencyl I made a fairly simple Memory game as one of my first prototypes. Some simple effects and mechanics. Match cards to remove them, game resets when board is cleared. Art for the cards was provided by my bored girlfriend.

I'd love to get some feedback on this and ways to improve it, extra features, graphical improvements etc.

Link to game on Stencyl Arcade

Ask a Question / Actor Created Regions
« on: September 09, 2013, 03:35:40 pm »
I am working on a game where the user moves a target around a grid. I am currently planning on adding some obstacles in the form of impassible grid lines or Walls. To do this I have made a system that projects a region from the center of the Target into the appropriate square over. What I want to do is stop the Target from moving if the Target detects a Wall segment within the region.
My Issue at the moment is that I seem to be unable to reference objects outside the actor behavior or events.

Is this doable with the system I have at the moment? If so, how can I make a check to see if anything is within the region before moving the Target? Is there a better way? Any help would be appreciated.

Ask a Question / Scene Behavior Questions.
« on: September 07, 2013, 05:07:18 am »
I'm making a puzzle game that bases itself on a few common mechanics but will have several different modes, so I was hoping I could streamline things a bit by splitting certain bits of the game into modules, but I am having some trouble with the scene setup.

I made one Behavior called "Game Setup" that draws a grid system based on a settable attribute, and  passes two variables, "X start" and "Y start" to game variables. These vars will be used by the next step which, based on the game mode places the appropriate actors and areas within that set area.

The problem is that when I add both behaviors to a Scene, they both start at the same time, meaning that when the actors are placed, the global variables haven't been set yet.

How can i get the actor placement to wait until the game setup behavior is completed?

Additionally, is there a way to pass an actor attribute between behaviors?

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