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Messages - brantsmith

Pages: 1 2 3 ... 10
1
Ask a Question / Issue with getting the game's camera to move
« on: April 28, 2016, 05:19:45 pm »
Hi Guys,

I am having issues with the Move camera center to x: y: block. I also attempted to convert my behavior to use the "move camera center to (actor)" but the same issue occurred.  For some reason, the camera will not move on my scene.  The scene has a height of 1790px, and the screen has a height of 640px so there is plenty of area to move.
--
Situation:
I have a variable that feeds into the Y value for "move camera center to x:0 y:variable". This block is placed in the always section. Extremely simple. Then, I am "animating" the variable to change.  This exact behavior used to work in stencyl 3.3. But when I ported the game over, it stopped.
--
Attempt at solution:
figuring that this could be an issue with my variable, i removed it completely and placed arbitrary number values into the move camera center to x: y:" block, but the camera just wont move, not matter what I place in the inputs. I even tried setting up an arrow key system that changed the x and y value of the block depnding on what key was down, but that didnt work either. Bottom line, no matter what I put in the "move camera center to" block, nothing happens in game. Anybody have any ideas?

2
Hi Guys,

I am having issues with the Move camera center to x: y: block. I also attempted to convert my behavior to use the "move camera center to (actor)" but the same issue occurred.  For some reason, the camera will not move on my scene.  The scene has a height of 1790px, and the screen has a height of 640px so there is plenty of area to move.
--
Situation:
I have a variable that feeds into the Y value for "move camera center to x:0 y:variable". This block is placed in the always section. Extremely simple. Then, I am "animating" the variable to change.  This exact behavior used to work in stencyl 3.3. But when I ported the game over, it stopped.
--
Attempt at solution:
figuring that this could be an issue with my variable, i removed it completely and placed arbitrary number values into the move camera center to x: y:" block, but the camera just wont move, not matter what I place in the inputs. I even tried setting up an arrow key system that changed the x and y value of the block depnding on what key was down, but that didnt work either. Bottom line, no matter what I put in the "move camera center to" block, nothing happens in game. Anybody have any ideas?

3



"The Game"
Moon moon returns has been a work of love, and humor, for me over the past half a year or so. The start of this game was actually rooted in a few old school retro games. Some of you guys may remember the old Homestar runner stuff and the games that went along with it. Well, of of my buddies was obsessed with the tire game on there http://www.homestarrunner.com/pop_tire.html and was trying to get me into it. After playing with it, my general consensus was that this game had a cool idea, but was old as the fricking hills. It needed an updated art scheme, fresh idea, and most of all, a better bounce noise. So I started work on a game that employed this idea, but I realized that after bouncing this ball for a while, it became quite boring. There was nothing very dynamic. So brilliant me started playing around with scrolling background and came up with the idea of bouncing the ball higher and higher into the sky. Well, at this time, I had no idea on the art, and no clue as to the idea behind the game. Until suddenly, I was hit by it. I was scrolling through the internet, like we all do, and came upon the "moon moon" meme. If you dont know what that is... your life isn't complete and you need to look it up. Like now. Open a new tab and type that shiz in. Anyway, I knew I didn't want a bouncing wolf, but a moon was round and could be bounced (sure.....physics) so I went with it. I then turned the scrolling background into a travel through the stars to add some Atmosphere and action to the game.

The art
Well, because this game was based in an old school homestar runner game and an internet meme, I figured I needed to go with a little bit more comical art. Of course, the game is about bouncing an incredibly disproportionate moon up into the sky with your thumb, so If that doesn't scream cartoonish then I dont know what does. So I started with the base design of a bouncy, soft, and cartoon looking moon and went from there. The text and the icons are all meant to look fluffy, puffy, and loud to add to the happy-go-lucky nature of the game. And the bouncing sound, well, that has a story of its own. Our team was working on this app and one of the guys mentioned how that the stupid bounce sound on the original homestar runner game was quite stupid, but at least added a cool effect. So of course, In jest, I asked him to come up with the most annoying and irritating sound he could come up with for a cartoon bounce. Well, he delivered, and for fun we stuck it in. Needless to say, we haven't taken it out and it has become a cool part of this funky game.

The Mechanics
Well, as you may have heard from the beginning, the goal of this game is to bounce your moom back up to the stars. The sad part is, no matter how far he goes, he can never reach home. Depressing thought of the day! Moving on. You start on the ground and slowly bounce your moom higher and higher attempting to unlock new moons and characters as well as proving to your friends that you can moon moon better than they can. Because seriously, who doesn't want to be able to moon the best! Think about it. So of course, in order to make the game fun, the moon is nearly the size of an overgrown mailbox and physics is completely out of question here. But who cares right? It's hard as balls and if you dont believe me, go grab yourself a miniature moon that fell from the sky and try to bounce it up with your thumb. Couldn't do it? See, I told yah.

Scoring
Well, like flappy birds taught us all, every game is about high scores. And let's be honest, we all want to prove to our friends that we have immense skills in tapping our phones with our thumbs day in and day out. Duh! So we invented this cool page that pops up after each death (*gasp* thats right!) that you can screen shot to prove your beastliness with. Each time you go higher, it records it under best and get's displayed nicely on a puffy little cloud. Of course, this little cloud is hovering over the carcus of your fallen moon who sadly couldn't make it up to his home because YOU JUST WEREN'T GOOD ENOUGH. But hey, you can try to redeem yourself next time. And the next time, and the time after that...and Yah, nevermind.

Trophy Moons
As if bouncing a single moon up into the sky for hours isnt fun enough, we threw in an entire selection of all different kinds of moons to play with. But we aren't quite that nice. You have to reach high levels before you can unlock them. The moon above gets unlocked when you reach a high of 25. Sound easy? Yah.... come back to me when you've tried the game. Anyway, each time you progress higher and hit a goal mark, you get awarded with a beast looking new moon to bounce higher with the next time. Thankfully, the moons are all the same size and all have the same bounce feel to them.This means that using one moon versus the other doesn't give someone the advantage of getting higher or getting a better score. It just means they will look boss doing it. Plus, it feels good to be rewarded with some cool swag (swag in its original usage, not the Justin Bieber meaning of today) after you've put the hard work in. Each moon has a little something special about it and some of them even change colors, ping, and bust apart. All things regular moons do.. right?
Who are we?
That's a good question. We dont solve world hunger, we done create global peace, and we definitely dont educate the nations. No, We save lives! The lives of those stuck in boredom because they don't have an addicting game to take up their spare time. That's where we come in. We are a team of college students who figured we could at least tack a stab at reducing the number of those suffering from excess time syndrome. But all jokes aside, we are an indie game design group (not company) that works together to create quick, funky, and unique games. We don't try to compete with the big name companies and 3d visualizations because there is already enough of that going on. Sometimes it's just fun to pick up a game and be able to hop right in and have a bit of fun while you're waiting on somebody or standing in line. So that's what we strive to create. Simple games that are fun, addicting, and can fill in a little space of time that you have no clue what to do with. And if our game does that for you, then we are feeling pretty boss.

Release
We are releasing this game at the beginning of the Fall college semester. For those non college students, That is around the Middle of August.

Please let us know what you think of the game. Any and all feedback, positive or negative, is appreciated. We hope you found it at least a bit fun.

4
Old Questions (from 1.x/2.x) / Re: Image to white screen (Android)
« on: October 22, 2013, 04:01:57 pm »
Fixed It. I split the image up into 16 different images, and put the images side by side. Worked great.

5
Old Questions (from 1.x/2.x) / Re: Image to white screen (Android)
« on: October 22, 2013, 05:35:58 am »
I am currently working in 3.0. So what you are saying is that when the image is over ?x? in size, the phone wont render it? Or are you saying that when the image is out of the bounds of the scene, it doesnt get rendered?

6
Old Questions (from 1.x/2.x) / Image to white screen (Android)
« on: October 21, 2013, 08:35:33 pm »
Main Problem:
Game shows background on flash/browser side.
When ported to android the background becomes white.


------------  Details - Details   :D
Hey guys. Recently, I have been working on a game with a fairly large game area (2560,2560) with a (960,540) game size. Yah, pushing the limits :). But anyway, In this game, I have a background image that covers the entire 2560x2560 of the game area. When I attempted to upload this image into a background, It would not allow the image to be set as a background (I assume the size has to do with this). through the use of sneaky game folder tricks, I finally got the 2560x2560 image set as a background and the background displays beautifully on flash/web browser. However, when I ported this over to my android phone, the background was completely white. The funny thing is, my game's default color is black, so if the background just didnt load, you should have seen white. I figured this had something to do with the enormous size of the single image. So I created 4 actors and gave each actor a 1280x1280 piece of the background. This time, because I was only uploading a 1280x1280 piece at a time, stencyl did fine. I then placed the actors on the scene at the 4 corners of the game area. Again, I loaded the game up in flash and sure enough, it displayed perfectly. I then ported It over to my android phone and again, the image (or images in this case) were white.

any help is greatly appreciated.
--
Possibilities:
  - Atlas restricts the size of images. When the images are over ?x? in size, the images dont get
rendered

  - ?

7
Ask a Question / Re: Stencyl database connecting (tutorial series)
« on: August 29, 2013, 07:16:13 am »
Well, in that case, I may try to get together some stuff. It may take me a bit beings I'm quite busy with college though. I am by no means a pro at php, but I can provide some starting points to accomplish some of the tasks I mentioned. Like he mentioned though, if you really want to get serious in the area of game connectivity, you need a firm grasp on php as well as knowledge in mysql database. A lot of times, if you are in college or are planning to go to college, you can pick up a class in both fields.

8
Ask a Question / Re: Stencyl database connecting (tutorial series)
« on: August 28, 2013, 07:13:34 pm »
there isnt that much support for the idea though.

9
Ask a Question / Re: Select box following the mouse (rts like)
« on: August 28, 2013, 07:12:50 pm »
yah. that is definitely easier than my idea.

10
Ask a Question / Re: Select box following the mouse (rts like)
« on: August 28, 2013, 12:00:20 pm »
The easiest thing I could think of off the top of my head is to create a global list. have each actor (that can be selected) to always add its x and y coords to the list. This way you have a list that has the exact position for all selectable actors. now onto the mouse selection part. record the x and y of the mouse on mousedown, and then record the mouse x and y on mouseup. you can use the draw line tools to dynamically draw a square using those 2 points. Now, after the mouse is released, check each entry in your global list to see if the x and y coords are within the selected bounds.

11
Ask a Question / Stencyl database connecting (tutorial series)
« on: August 28, 2013, 10:46:36 am »
Would any of you guys actually watch a series on how to connect your games to an online server/database. I've had to learn the hard way and would have loved for someone to put some stuff out there for me to learn off of. What this allows you to do is extremely vast, but for starters: import online levels, create multiplayer games, connect with facebook, send emails , user level editor, user submitted input from in game, user accounts, ect.

12
Ask a Question / Re: (visit URL __ and then do..) server trouble
« on: August 28, 2013, 05:44:51 am »
I've been lookin for the past couple of hours straight with no success, but this did it. Appreciate it man.

13
Ask a Question / (visit URL __ and then do..) server trouble
« on: August 27, 2013, 04:46:20 pm »
Hey guys. I have been working on a flash level editor for my game in which others can log onto a website, create a level in my editor, and it then gets sent to my email adress. I successfully got everything to work inside of stencyl. I am using the block (Visit URL ___ and then do...) to send off string data to a hosted php file. When I hit test game inside of Stencyl and run the game, it sends off the data perfectly. Everything works like it is supposed to. However, I recently uploaded the exported .swf to dropbox and embedded the .swf file in a hosted webpage. When I load up the game on the webpage, it displays correctly, but will not send the data. I can go back to stencyl and open up the game and it sends the data fine. But the same .swf embedded on a webpage will not send the data. I tried troubleshooting this by placing a (open URL ____ ) block inside the (Visit URL ___ and then do..) block, so that it will visit a given URL if it posts the data. and sure enough, it doesnt open the URL, as if to say that it failed to post the data. I'm quite puzzled on this one. If anyone out there has any bright ideas please let me know. I have put quite a bit of time into this.

--Edit.
I have done a bit of research and it seems others have the same problem exporting from flash professional.
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" Look after it in File>Publish Settings.. Should appear window. Go to "Flash" tab and change "Local playback security" option to "Access network only". Should work."
--
Is there a similar setting in stencyl to edit.

14
Ask a Question / Re: dragging actors without losing collisions
« on: July 29, 2013, 08:20:21 am »
I'm not exactly sure how to solve your problem. but here is what I did. I actually went in and created a collision engine for each block. my game is a grid of 36 (50 x 50) areas. I create a boolean for each square. When I place down a block i set the boolean for those coords to true. then, for each block, I have an always loop that checks for the booleans that are true, finds their position, and sets x and y limits for the actor depending on the position of the booleans. It is a fairly complicated procedure, so i would recommend putting up a new post on the forum and giving more information on what your problem is. but this is a fairly involved procedure. it took me off and on about a 1/2 year to come up with something i was satisfied of

15
Ask a Question / Re: View-able Lists
« on: July 04, 2013, 08:37:35 pm »
Thanks man. That's a great idea.

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