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Messages - AdamJ

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Ask a Question / Re: Image blend modes not working on Windows build
« on: February 14, 2019, 08:03:08 am »
Ahhhhh, ok!  Thanks for the prompt reply!

Edit: Spoke to soon!  There's still something up, I think.  In the attached image, you'll see the results of a test.  In this test, WorkingImage and TrashMaskImage are the same perlin noise image.  In flash (on the left), things are working as I expected; I'm blending them using multiply and the dark parts are getting darker.  In windows (on the right), nothing is changing.  This is the unedited perlin noise texture... it looks exactly the same if I disable the multiply block.  So, what am I missing?  Do the various supported blend types actually work different on different platforms?  Do they intentionally produce different results?  Many thanks for any additional insight anyone can provide!

Ask a Question / Image blend modes not working on Windows build
« on: February 14, 2019, 04:46:10 am »
Hi all.  It appears as if blending modes for images aren't working.  I'm using the Perlin Noise extension to fill an image (TrashMaskImage), copying that image to another image (WorkingImage) and then drawing WorkingImage onto TrashMaskImage using hardlight 10 times to pump up the contrast.  In the attached image, you can see it working as intended on the left (flash) and not working on the right (windows).  I can confirm that the image on the right is just the pure perlin noise (minus some parts cut out... this happens earlier in my little routine). 

Is this a stencyl 4.0 issue?  Has it always been like this?  Am I doing something wrong or not using a best practice?  Many thanks if you can provide some advice or direction!

Ah, thanks, that was it!

Thanks for the reply Liberado.  I'm not sure I'm full understanding. You'll see what I did in the attached image, but all that does is give me a bigger black square.  The banded pixel is still an issue.  If you have the time and inclination, more info would be super appreciated.

Hi all.  I'm running my game at 4x scale and currently exporting to flash.  The attached image shows the issue I'm running up against.    I've made a blank image named "image" via the image api blocks and filled it with black.  I then change the pixel at 4,4 to yellow, and finally, create an instance to view the final result.

The image is being scaled up by 4x, which is expected.  But instead of a solid yellow block, I have this strange banded pixel thing going on.  "A" shows what I'm seeing upon export, and in "B" I'm using red to show the rest of the space I'd expect to be yellow. 

If I run the game at 1x, everything looks as it should.  Anything higher than that shows a version of this weird banding.  Is this normal?  Should I be painting pixels differently at a higher scales?  Or can I simply not paint pixels at anything higher than 1x?

Thanks a ton for any advice! 

I've hit a little snag while using this (awesome) extension.  I created a scene behavior that creates a graph and then culls nodes out based on collision meshes of static actors; environment art that need to be avoided (basically a forest).  Then I tried to add an actor behavior to my actors so they'd use that graph to chart their course through the forest.  As I discovered, though, the graph isn't really an attribute and can't be accessed by the actors. 

So what's the best way to approach this scenario?  It seemed wasteful for each actor to generate their own copy of the graph, but maybe that's what I'm supposed to do?  Or is there a way to encapsulate or "attributify" the graph from the scene behavior so the actors can see it?

Many thanks to anyone for any guidance, and thanks to Merrak for the great extension. Thumbs up.

UPDATE: I'M AN IDIOT.  My graph is named "navmesh".  My actors were trying to chart a path on "navmash". Thus the latest example of wrestling with a problem for 2 or 3 hours and figuring it out 5 minutes after asking for help.

Extensions / Re: Extra Mouse Buttons
« on: September 02, 2014, 10:33:22 am »
Killer extension!  So helpful.

If you ever come back to this for an update, I have a suggestion: right click/middle click on self (etc).   I created a workaround for my game, but having it be a standard thing would be useful (or at least cleaner).

Journals / Re: Notorious Inc
« on: June 13, 2014, 06:11:43 pm »
We launched the game!  Check out the new post in the iPhone, iPad & Android boards!

iPhone / iPad / Android / Notorious Inc (iOS and Android)
« on: June 13, 2014, 05:57:55 pm »
Notorious Inc

Buy low, sell high, and be evil! Notorious Inc is an economic comedy / bad-guy simulator. You play as the Director, the unscrupulous CEO of a corrupt multinational corporation. Buy and sell illicit goods on the black market to earn money, and then spend your profits to upgrade your island campus, hire new employees, or buy your way out of trouble. Stay alive, out of jail, and in the black long enough, and you'll find yourself recognized as the top dog in organized super-villainy.

Important Links!

- App Store
- Google Play
- The free web version of Notorious Inc
- Facebook
- Twitter

Screenshots and Trailer

Notorious Inc Trailer

Finally, many thanks to Jon and the rest of the Stencyl team! Stencyl's a pleasure to use!

Ludum Dare 29 / Grave Rave
« on: April 28, 2014, 01:25:03 pm »
We made a game about grave robbers who just want to party.

Enjoy!  Feedback welcome!  And mega thumbs up if you rate us well on the LD page!

Journals / Re: Notorious Inc
« on: April 15, 2014, 08:44:34 am »
Thanks!  And yes, stencyl only.

Journals / Notorious Inc
« on: April 14, 2014, 11:51:22 am »
Hey all.  My wife and I started a banner called Chickadee Games to dev under.  I'm an industry artist of ten years and she's an illustrator/graphic designer/crafter just breaking into game work (though she's a lifelong gamer). for us, and for my personal portfolio.

Anyway, we just finished our first game, titled Notorious Inc.  It's an economic comedy / bad guy simulator.  Rather than talking a bunch, here's a link to the trailer:

Release coming soon (we're currently exploring publishing partner options)!  Many genuine thanks to Jon and company for making a great tool!

Great post, great looking game!

Ask a Question / Do curly quotes and en dashes not draw?
« on: March 30, 2014, 05:10:45 am »
Do curly quotes and en dashes not draw?  Ever?  Or are they considered special characters that need a code to draw?  I'm making a text-heavy game, and have been using inch marks and hyphens as replacements, but we're really close to being done, and I'd like to go through and use the proper characters if it's possible.

Anyone have any info on this?

Suggestion Archives / Re: Git or SVN support
« on: March 09, 2014, 07:00:44 am »
Sorry for dusting off this thread, but I've read in other threads that integrated collaboration is something that was "planned down the road".  Is this still the case?  My wife and I (and our contractors) have been just swapping files on dropbox.  It gets the job done, but it's slow and clunky feeling.  We'd all be way happier if there was some kind of proper versioning tool in stencyl, or if it had support for one/some of the major third party solutions out there.

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