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Messages - ichimitch

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Extensions / Re: Extra Utils Extension [2.0.1]
« on: July 05, 2018, 09:25:37 am »
Was linked here for the save block. Very Useful! Thank you.

Ask a Question / Re: Lowering the volume on every channel but one
« on: July 05, 2018, 08:40:04 am »
Thanks Luyren,  that did the trick; and now I properly understand how to use that loop :)

I'm working on a main menu for a desktop game

There are two settings under the sound menu:
BGM volume
SFX volume

Since I will always assign the music to channel 0 it was pretty straight forward.  I created a number Game Attribute to store "BGM volume" value and then set the volume of channel 0 to that value.

I essentially want to do the same thing with the SFX volume. I created a number Game Attribute to store "SFX volume" value and now I want to apply that value to the volume level of every channel except channel 0.  What would the best way be to achieve that?


As a second part to the question... I'd also like the game to 'remember' the volume settings so that next time the game is run it will retain the users settings.  Should I use the save/load blocks to do that?

Controller support is possible. LD41 is Ludum Dare 41 ( The theme this time was 'mix two incompatible genres'. The only RPG/Pinball game I can think of is the NES Pinball Quest.

Oh, interesting. Thanks!

Could you make the third key ctrl, alt, or shift? Even on a 2-key-rollover keyboard those keys should be on some separate "circuit" (probably the wrong word) so that key combinations like ctrl-alt-del would work.

Edit: "Pinball with Arcade and RPG elements" sounds awesome. Could've been a fit for the LD41 theme, too  :D

I'm just continuing development on my desktop machine (with beloved mechanical kb) I'm not too concerned with the control layout yet as more may be added. Or maybe I'll even change my mind on some things and take them away. Once the game is a lot closer to being finished I'll sort that stuff out. I also want to add controller support... That's possible with Stencyl, right?

I had to Google LD41. A flashlight, right?  Basically all of the images are currently just placeholders. Just the most simple of graphics one could possibly slap together in MS Paint. The idea was to focus on the game's story and mechanics now and once coding is like... 80% or 90% complete, I'll start trying to gain some pixel art skills and replace all of the images.

I've paid for a few art programs: Marmoset Hexels 3, Pyxel Edit, Asprite and Spriter Pro. I'll see how I go with those... Otherwise if I'm not able to get my own art to a standard that I'm happy with, I'll have to try to get an artist involved. Just figuring all this stuff out as I go along... I'd prefer to do everything myself like the Edmund McMillen (Super Meat Boy and Binding of Isaac) or Jun'ya Ōta (Touhou Project) but I'm aware that might be overly ambitious. 'Aim for the star but keep one foot on the ground'.

Ask a Question / Re: More than two control inputs at a time
« on: May 10, 2018, 10:05:11 am »
Okay, yep. It's a bloody laptop hardware restriction; and this was marketed as a "gaming laptop". Wow...  Guess I won't be working on Stencyl projects on my laptop anymore.

Sorry to bug you all for nothing. Please do feel free to view the stencyl file and offer some constructive criticisms, if you feel like it. Thanks.

Ask a Question / Re: More than two control inputs at a time
« on: May 10, 2018, 09:35:26 am »
Could it possibly be the particular combination of keys you're using? Certain combinations of simultaneous key presses may not register on some keyboards, though 3 seems a very low number.

The flippers are on Z and X, the spring is on down arrow and space bar is for special ability.  I really don't think it's the combination... Perhaps it's my laptop hardware?.. I'll test it out on desktop as well when I get home from work.

Ask a Question / Re: More than two control inputs at a time
« on: May 10, 2018, 09:31:13 am »
Can you please post your code?

There's quite a bit of code and I'm not sure what to share... Wouldn't want to omit anything relevant, so I've attached the .stencyl file.

If you do have a look please feel free to let me know of any bad practices or improvements that could be made to the way I'm developing it. It's my first game.

Ask a Question / [Solved] More than two control inputs at a time
« on: May 10, 2018, 03:34:27 am »
So I just discovered in my game that I can't push three buttons at once. If I do, one of them does not register...

The game is... well, just think Pinball with Arcade and RPG elements. 

I gave one of the characters a special ability where he can spawn a 'shadow ball'.  It's an extra ball which has no effect on the lives attribute and the camera doesn't follow it.  When it's created it drops into the chamber with the spring so that the player can pull back the spring and launch it into play.

The problem is that if I'm already operating two control (usually the left and right flippers) I cannot operate a third (such as the special ability button or the spring release button).  If I try, the third and subsequent inputs will not register. I thought perhaps it was a limitation of Flash, so I compiled and tested the game for Windows but produced the same issue.

Is this a known issue with a known solution?

Ask a Question / [solved] Crash when compiling for Windows
« on: May 10, 2018, 01:28:45 am »

Disregard. I have no idea how... but it's fixed.


My game compiles fine in Flash but when compiling for Windows it crashes :(
I've attached the log files. Can anyone tell me what is going on?..

Ask a Question / Re: Bar that fills over time [solved]
« on: May 10, 2018, 12:34:45 am »,50086.msg277066.html#msg277066
Scroll down to libarados post.  He has a health bar i use.  You can easily add to it or modify it as well

Thanks. Nice of him to attach the .stencyl file

Ask a Question / Re: Bar that fills over time [solved]
« on: May 10, 2018, 12:10:48 am »
Just to add another trick I've used: If you want to create an elaborate bar instead of a solid rectangle, draw the bar in its full state and use a shrinking rectangle to reveal more of it as it fills up.

Thanks, nice tip.

Before reading your post I'd come up with something a little similar.  I drew the bar in Paint.NET and imported it as an actor, then used the timer to set the width with the grow block as it updates. I've attached a screen grab of the code blocks. This fills the bar to 100% and sets the character special ability boolean to true. Then there are additional code blocks in the player behaviour to reset the timer and boolean.

I thought this was a reasonable solution but now I'm just reading about how when people are new to Stencyl (that's me) they'll import everything as an actor rather than use the image API and that doing so effects performance. So perhaps I'd be better off figuring out how to achieve the same thing using image instances.

Ask a Question / Re: Bar that fills over time
« on: May 07, 2018, 10:33:21 am »
Yep, I knew I'd feel stupid when I got the answer.. derp.

Thanks Jeff, you're a gun

Ask a Question / Bar that fills over time [solved]
« on: May 07, 2018, 04:54:17 am »
My game has a side pane separate to the play field which contains character portraits.

Beside each portrait I wish to create a bar which fills over a set amount of time as a visual indicator for when that character's special ability will be ready for use.

It's probably a simple matter, but I'm stumped... I see there is a "draw rectangle" block. So that's probably a good place to start but I'm unsure of how to use it in addition to a number attribute  so that it will "fill" over time... Halp?

Ask a Question / Re: [solved] detect angle of collision
« on: May 04, 2018, 12:34:15 pm »
Use simple right-angle triangle trigonometry to find the angle. I attached a screenshot of something I have in my game to get the angle between two actors.

I have the "as degrees" block because it converts from radians to degrees just to make things easier on myself but it's not necessary for getting the math right.

hmm thanks. I left school before ever learning trigonometry... Long story :/  Guess I've got some learning to do.
Or not. I just copied your code block and it worked fine. Thanks a bunch.

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